引导场:引导用户到达虚拟环境中目标位置的势场

R. Tanaka, Takuji Narumi, T. Tanikawa, M. Hirose
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引用次数: 9

摘要

众所周知,与虚拟物体互动比通过被动媒体学习更有效地提高用户的理解和兴趣。然而,与被动媒体相比,大多数虚拟现实设置中过多的信息和交互选项可能会导致用户在体验到虚拟世界的全部内容之前就放弃探索。在本文中,我们提出了一种新的引导方法,利用一种势场(引导场)隐式地将用户引导到虚拟环境中的预定义位置,同时继续允许自由探索。制导场由两个独立的机构组成:运动制导和旋转制导。我们在一个虚拟博物馆探索系统中实现了我们的方法,并在一个真实的博物馆中进行了展示,以评估我们的方法在大量人群使用时的有效性。结果表明,我们的方法成功地将用户引导到预定义的位置,并使用户意识到预定义的对象。此外,结果表明,我们的指导可能不会干扰用户的任意探索。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Guidance field: Potential field to guide users to target locations in virtual environments
It is known that interacting with virtual objects enhances users' understanding and interests more effectively than learning through passive media. However, compared with the passive media, the excessive amount of information and interactive options in most virtual reality settings may cause users to quit exploring before they experience the entire content of the virtual world. In this paper, we propose a new guidance method to implicitly lead users to pre-defined locations in the virtual environment while continuing to permit free explorations by using a kind of potential field (guidance field). The guidance field is composed of two independent mechanisms: locomotion guidance and rotation guidance. We implemented our method in a virtual museum exploring system and exhibited it in a real museum to evaluate the effectiveness of our method when used by a large number of people. The result suggests that our method successfully guides users to pre-defined locations and makes users aware of pre-defined objects. Moreover, the results suggest that our guidance may not interfere users' arbitrary explorations.
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