沉浸式虚拟现实中多重感官线索的影响:来自全身触觉套装的证据

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Polona Caserman;Benjamin Lukas Schnitzer;Stefan Göbel
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引用次数: 0

摘要

先前的研究表明,同时或/和一致地向人工和物理身体部位提供视觉触觉刺激,会导致用户将人工身体部位感知为自己的。虽然这种假肢错觉已经扩展到沉浸式虚拟现实(VR),但触觉反馈对全身的影响尚未深入研究。本研究使用带有触觉反馈的全身动作捕捉套装,研究了视觉触觉和视觉运动刺激对VR中诱导化身的影响。我们的研究结果表明,同步和一致的视觉触觉刺激比不一致的视觉触觉刺激或单独的视觉运动刺激显著地增强了具身感。与心脏活动和主观评分相关的进一步研究结果表明,不一致的视觉触觉刺激或完全缺乏触觉反馈可能会增加威胁事件后的压力水平,表明身体脱节或身体剥夺。这些发现对VR系统设计具有实际意义,特别是在游戏和互动娱乐中。我们的研究结果显示了视觉-触觉和视觉-运动刺激的影响,为优化VR体验中的化身感提供了有价值的见解。最终,我们的研究强调了触觉技术在创造更具吸引力和沉浸式虚拟环境方面的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Impact of Multiple Sensory Cues in Immersive Virtual Reality: Evidence From a Full-Body Haptic Suit
Previous works have shown that providing visuo-tactile stimuli synchronously or/and congruent to an artificial and physical body part cause users to perceive the artificial body part as their own. Although this illusion over fake limbs has been extended to immersive virtual reality (VR), the effect of haptic feedback on full body has not been yet examined in depth. This study investigates the effects of visuo-tactile and visuo-motor stimulation on inducing embodiment within VR using a full-body motion capture suit with haptic feedback. Our findings reveal that synchronous and congruent visuo-tactile stimulation significantly enhances the sense of embodiment compared to incongruent visuo-tactile or visuo-motor stimulation alone. Further findings related to heart activity and subjective ratings suggest that incongruent visuo-tactile stimulation or the complete absence of haptic feedback may increase the stress level after the threat event, indicating body disconnection or body disownership. These findings have practical implications for VR system design, particularly in gaming and interactive entertainment. Our results showing the effects of visuo-tactile in addition to the visuo-motor stimuli provide valuable insights for optimizing the sense of embodiment in VR experiences. Ultimately, our research underlines the potential of haptic technologies in creating more engaging and immersive virtual environments.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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