虚拟现实中的伸手互动:运动方向、手部优势和半球对内向和外向伸手运动特性的影响

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Logan Clark, Mohamad El Iskandarani, Sara Riggs
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引用次数: 0

摘要

最近的文献显示,当用户在 VR 中伸手选择物体时,他们可以根据以下情况调整自己的移动方式(即伸手的运动学特性):(1) 移动方向;(2) 使用的手掌;(3) 发生移动的身体一侧:(1) 移动的方向,(2) 使用的手,以及 (3) 移动发生的身体侧面。在本研究中,我们更详细地研究了在 VR 中进行的伸手动作的运动特性是如何随着使用每只手在身体两侧进行的伸手动作的运动方向而变化的。我们重点研究了 12 个不同方向的伸手动作,这些动作要么涉及向内(向身体中线方向)移动,要么涉及向外(远离身体中线方向)移动。20 名用户分别使用惯用手和非惯用手向身体左右两侧的每个方向伸手。研究结果详细说明了当用户使用任何一只手向身体两侧伸手时,虚拟手伸手的运动学特性如何随运动方向而变化。研究结果为从业人员提供了如何解释 VR 中伸手行为的运动学特性的见解,适用于检测 VR 可用性问题和将 VR 用于中风康复等新兴环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Reaching interactions in virtual reality: the effect of movement direction, hand dominance, and hemispace on the kinematic properties of inward and outward reaches

Reaching interactions in virtual reality: the effect of movement direction, hand dominance, and hemispace on the kinematic properties of inward and outward reaches

Recent literature has revealed that when users reach to select objects in VR, they can adapt how they move (i.e., the kinematic properties of their reaches) depending on the: (1) direction they move, (2) hand they use, and (3) side of the body where the movement occurs. In the present work, we took a more detailed look at how kinematic properties of reaching movements performed in VR change as a function of movement direction for reaches performed on each side of the body using each hand. We focused on reaches in 12 different directions that either involved moving inward (toward the body midline) or outward (away from the body midline). Twenty users reached in each direction on both left and right sides of their body, using both their dominant and non-dominant hands. The results provided a fine-grained account of how kinematic properties of virtual hand reaches change as a function of movement direction when users reach on either side of their body using either hand. The findings provide practitioners insights on how to interpret the kinematic properties of reaching behaviors in VR, which has applicability in emerging contexts that include detecting VR usability issues and using VR for stroke rehabilitation.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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