虚拟现实中半自主和完全捕获的化身运动的用户具体化比较

Thomas Vincent, Weistroffer Vincent, Fraisse Philippe
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引用次数: 1

摘要

本文描述了在动画虚拟人背景下的用户研究,比较了众所周知的半自主阿凡达和全身跟踪阿凡达的用户自我感知。我们的目的是在不同的步行阶段突出这些方法的优点和局限性。参与者在4个有不同障碍的模拟环境中行走。这些结果通过虚拟现实疾病问卷和一份专门针对用户对其虚拟形象下半身的感知和享受的新问卷进行量化。这项研究显示了半自主阿凡达的积极结果,特别是在混乱的环境中。用户在两种方法下都能保持相同的效率,在模拟环境中超过45分钟后不会出现恶心的问题,并且在复杂障碍的环境中呈现出更好的享受效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
User Embodiment Comparison of Semi-Autonomous and Fully-Captured Avatar Movements in Virtual Reality
We describe in this paper a user study in the context of animated virtual human to compare the user self-perception of well known semi-autonomous Avatar and full-body tracked Avatar. We aim at highlighting the advantages and limitations of those methods during various walking phases. The participants walked inside 4 simulated environments with different obstacles. Those results are quantified through a virtual reality sickness questionnaire and a new questionnaire specialized on user perception and enjoyment of his avatar lower part. This study shows positive results for the semi-autonomous Avatar especially in a cluttered environment. The users maintain the same efficiency with both methods, they have no sickness issues after more than 45 minutes inside the simulation and they present better enjoyment results for environment with complex obstacles.
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