经验很重要:虚拟现实中对旋转增益敏感性的纵向变化

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Andrew Robb, Kristopher Kohm, John Porter
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引用次数: 0

摘要

重定向行走技术使用旋转增益来引导用户在虚拟世界中行走时远离物理障碍,有效地创造了比实际存在的更大的虚拟空间的错觉。设计师通常希望让用户不知道这种操作,这是由于人类感知的局限性,使得旋转增益在一定阈值以下难以察觉。对这些阈值的许多方面进行了研究;然而,目前还没有研究考虑这些阈值是否会随着用户使用经验的增加而改变。为了研究这一点,我们招募了20名VR新手用户(不超过1小时的HMD使用经验),并为他们提供了Oculus Quest,让他们在自己的时间内使用4周。他们的任务是每周完成一次评估他们对旋转增益敏感性的活动,除了他们想做的任何其他活动。没有向参与者提供他们在每次活动中的表现反馈,最大限度地减少了随时间观察到的任何变化的学习效应的可能性。我们观察到,随着时间的推移,参与者对旋转增益变得更加敏感,这强调了在涉及旋转增益的应用程序中考虑先前用户体验的重要性,以及先前用户体验如何影响VR的其他更广泛的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Experience Matters: Longitudinal Changes in Sensitivity to Rotational Gains in Virtual Reality

Redirected walking techniques use rotational gains to guide users away from physical obstacles as they walk in a virtual world, effectively creating the illusion of a larger virtual space than is physically present. Designers often want to keep users unaware of this manipulation, which is made possible by limitations in human perception that render rotational gains imperceptible below a certain threshold. Many aspects of these thresholds have been studied; however, no research has yet considered whether these thresholds may change over time as users gain more experience with them. To study this, we recruited 20 novice VR users (no more than 1 hour of prior experience with an HMD) and provided them with an Oculus Quest to use for 4 weeks on their own time. They were tasked to complete an activity assessing their sensitivity to rotational gain once each week, in addition to whatever other activities they wanted to perform. No feedback was provided to participants about their performance during each activity, minimizing the possibility of learning effects accounting for any observed changes over time. We observed that participants became significantly more sensitive to rotation gains over time, underscoring the importance of considering prior user experience in applications involving rotational gain, as well as how prior user experience may affect other, broader applications of VR.

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来源期刊
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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