人体位置对多感官虚拟环境可用性的影响——以虚拟自行车为例

Miguel Melo, Tânia Rocha, Luís Barbosa, M. Bessa
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引用次数: 7

摘要

虚拟现实(VR)环境的使用是一种趋势,它的发展促进了新的交互方法,因此有必要研究一些可能影响其可用性的因素。本文研究了身体位置对VR环境可用性的影响。为了达到这个效果,我们进行了一个基于骑自行车的案例研究,该案例考虑了两种身体姿势:骑自行车时,脚放在踏板上,手放在车把上;脚放在地上,手放在车把上。在这两种情况下,他们都能控制自行车(方向盘和刹车)。考虑这两种身体姿势,因为它们可以详细研究不同身体姿势的影响:第一种条件模拟所描述场景的真实身体姿势,而第二种条件测试另一种身体姿势。关于系统有效性的结果显示了100%的成功率,因为所有参与者都成功地完成了任务,没有人退出。效率结果显示,参与者使用VE越多,他们犯的错误数量就越少,并且测试条件之间的完成时间差异不显著(> 0.5秒)。至于满意度,参与者报告说他们更喜欢站姿。此外,研究结果显示,身体位置对用户的表现有影响,但并不一定影响他们对虚拟体验的满意度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Impact of Body Position on the Usability of Multisensory Virtual Environments: Case study of a virtual bicycle
There is a trend towards the use of Virtual Reality (VR) environments and its evolution has promoted new interaction approaches so there is a need for studying a number of factors that can have impact on its usability. This paper studies the impact of the body position on the usability of VR environments. For the effect, a case study was undertaken based on a bicycle ride that considers two body positions: riding the bicycle seated with the feet on the pedals and hands in the handlebar; and standing with the feet on the ground and the hands on the handlebar. On both cases they had control over the bicycle (steer and brakes). These two body positions were considered as they will allow studying in detail the impact of the different body positions: the first condition mimics the real body position of the depicted scenario while the second condition tests an alternate body position. Results regarding the system's effectiveness have shown an 100% success rate as all participants concluded the task successfully and there were no dropouts. The efficiency results have revealed that the more the participants used the VE the less the number of errors they made and that the completion time differences between the tested conditions were insignificant (> 0.5 seconds). As for satisfaction, participants reported a preference towards the standing position. Furthermore, results reveal that body position has impact on the users' performance but it does not necessarily affect their satisfaction over the virtual experience.
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