处理非拟人化手的复杂性

Jennifer L. Molnar, Y. Mengüç
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引用次数: 0

摘要

虚拟现实使我们能够操作与我们自己截然不同的身体。然而,与人类形态具有不同拓扑结构的化身需要在用户和化身之间有效转换的控制方案和接口。在这篇立场论文中,我们讨论了“非拟人化设计”的概念,这种设计不仅在外观上,而且在拓扑结构和/或运动上都是非人类的。我们研究了真实和虚拟非拟人化手(NAHs)的当前实现,发现现有的NAHs通常依赖于一对一或简化控制策略,限制了其可能的形式。我们讨论了一个功能性的NAH系统的结构和每个组件的设计考虑,包括评估NAH系统性能的指标。这里提出的术语和设计注意事项支持虚拟和物理现实中nah的未来研究,以及虚拟和物理工具设计、身体模式和新的控制接口和映射。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Toward Handling the Complexities of Non-Anthropomorphic Hands
Virtual reality allows us to operate bodies that differ substantially from our own. However, avatars with different topologies than the human form require control schemes and interfaces that effectively translate between user and avatar. In this position paper, we discuss the concept of ”non-anthropomorphic designs” that are inhuman in not just appearance, but in topology and/or motion. We examine current implementations of real and virtual non-anthropomorphic hands (NAHs), finding that existing NAHs generally rely on one-to-one or reductionist control strategies that limit their possible forms. We discuss the structure of a functional NAH system and design considerations for each component, including metrics for evaluating NAH system performance. The terminology and design considerations presented here support future research on NAHs in virtual and physical reality, as well as virtual and physical tool design, the body schema, and novel control interfaces and mappings.
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