虚拟现实输入选择工具具体化的定量测量

Ayman Alzayat, Mark S. Hancock, Miguel A. Nacenta
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引用次数: 20

摘要

虚拟现实(VR)通过模仿人们在其他地方的感知和体验,努力复制物理环境的感觉。这些体验通常是由我们在虚拟世界中与之互动的对象和工具(如控制器)所介导的。来自心理学的证据表明,当熟练地使用工具时,它会变成实体(即一个人身体的延伸)。然而,关于如何在VR中测量这种现象,以及不同类型的工具和控制器如何影响交互体验的研究却很少。在这项工作中,我们利用认知心理学和哲学文献来构建注意力轨迹指数(LAI),这是一种衡量工具体现的指标。我们设计并进行了一项研究,测量了三种VR交互技术的准备就绪和未准备就绪:手,物理工具和VR控制器。研究表明,LAI可以测量工作工具和破碎工具的体现差异,使用手比使用控制器直接导致更多的体现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Quantitative Measurement of Tool Embodiment for Virtual Reality Input Alternatives
Virtual reality (VR) strives to replicate the sensation of the physical environment by mimicking people's perceptions and experience of being elsewhere. These experiences are of-ten mediated by the objects and tools we interact with in the virtual world (e.g., a controller). Evidence from psychology posits that when using the tool proficiently, it becomes em-bodied (i.e., an extension of one's body). There is little work,however, on how to measure this phenomenon in VR, andon how different types of tools and controllers can affect the experience of interaction. In this work, we leverage cognitive psychology and philosophy literature to construct the Locus-of-Attention Index (LAI), a measure of tool embodiment. We designed and conducted a study that measures readiness-to-hand and unreadiness-to-hand for three VR interaction techniques: hands, a physical tool, and a VR controller. The study shows that LAI can measure differences in embodiment with working and broken tools and that using the hand directly results in more embodiment than using controllers.
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