避免物理的、立体的和图形物体的障碍。

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-03-01 DOI:10.1007/s10055-025-01119-y
Martin Giesel, Daniela Ruseva, Constanze Hesse
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引用次数: 0

摘要

模拟环境,例如虚拟或增强现实环境,在运动行为的调查和训练中越来越受欢迎。然而,到目前为止,尚不清楚在这些环境中进行的研究和训练的结果是否能以预期的方式转移到自然环境中。在这里,我们研究了在模拟环境中确保手部自然运动所需的视觉线索类型。我们将物理物体的避障与物理物体紧密匹配的二维和三维图像的避障进行了比较。参与者被要求在到达目标位置时不与放置在运动路径上的不同高度的障碍物发生碰撞。使用前测后测设计,我们测试了障碍物在接触物理障碍物之前和之后的2D和3D障碍物图像的避障情况。与之前的研究结果一致,我们发现参与者最初低估了障碍物之间的大小差异,但在接触到物理障碍物之后,他们对3D图像的回避表现与对物理障碍物的回避表现相似。2D图像没有发现这种变化。我们的研究结果强调了差异线索对个人空间自然运动行为的重要性。此外,他们认为,观察到的3D图像避障的变化是由于对3D图像中的视差线索进行了校准,使用了从与物理障碍物的相互作用中获得的以自我为中心的距离的准确估计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Obstacle avoidance of physical, stereoscopic, and pictorial objects.

Simulated environments, e.g., virtual or augmented reality environments, are becoming increasingly popular for the investigation and training of motor actions. Yet, so far it remains unclear if results of research and training in those environments transfer in the expected way to natural environments. Here, we investigated the types of visual cues that are required to ensure naturalistic hand movements in simulated environments. We compared obstacle avoidance of physical objects with obstacle avoidance of closely matched 2D and 3D images of the physical objects. Participants were asked to reach towards a target position without colliding with obstacles of varying height that were placed in the movement path. Using a pre-test post-test design, we tested obstacle avoidance for 2D and 3D images of obstacles both before and after exposure to the physical obstacles. Consistent with previous findings, we found that participants initially underestimated the magnitude differences between the obstacles, but after exposure to the physical obstacles avoidance performance for the 3D images became similar to performance for the physical obstacles. No such change was found for 2D images. Our findings highlight the importance of disparity cues for naturalistic motor actions in personal space. Furthermore, they suggest that the observed change in obstacle avoidance for 3D images resulted from a calibration of the disparity cues in the 3D images using an accurate estimate of the egocentric distance to the obstacles gained from the interaction with the physical obstacles.

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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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