Morice Antoine H P, Siegler Isabelle A, Bardy Benoît G
UPRES EA 4042 Contrôle Moteur et Perception, Univ Paris-Sud 11, 91405 Orsay Cedex, France.
J Neurosci Methods. 2008 Mar 30;169(1):255-66. doi: 10.1016/j.jneumeth.2007.11.020. Epub 2007 Dec 4.
How can we evaluate the spatio-temporal performance of virtual environments (VE) for research use? Here we show that end-to-end latency (ETEL) of VE can strongly damage users' perceptual and perceptuo-motor behaviors and that it can be considered to be the key factor for evaluating face and functional fidelity of a VE. We used a virtual ball-bouncing task as a paradigmatic example. Ball bouncing is known to exhibit attractive and repelling states whose localization in the racket cycle is sufficiently thin to be changed by small variations of ETEL. We first present a simple test-bed to measure the intrinsic ETEL of research-related VE systems. We then report results of a psychophysical ball-bouncing experiment in which ETEL was manipulated. While face validity (i.e., subjective experience) was maintained with relatively high values, the results reveal that the perception-action behavior (performance) was damaged with smaller ETEL values. These results call for action-perception variables in order to test the fidelity of VE systems.
我们如何评估用于研究的虚拟环境(VE)的时空性能?在这里,我们表明虚拟环境的端到端延迟(ETEL)会严重损害用户的感知和感知运动行为,并且可以认为它是评估虚拟环境的外观和功能逼真度的关键因素。我们以虚拟弹球任务作为一个典型例子。众所周知,弹球会呈现出吸引和排斥状态,其在球拍周期中的定位足够精细,以至于会因端到端延迟的微小变化而改变。我们首先展示一个简单的测试平台,用于测量与研究相关的虚拟环境系统的固有端到端延迟。然后,我们报告一项心理物理学弹球实验的结果,在该实验中对端到端延迟进行了操控。虽然在相对较高的值下保持了表面效度(即主观体验),但结果表明,在端到端延迟值较小时,感知 - 动作行为(性能)受到了损害。这些结果呼吁引入动作 - 感知变量,以便测试虚拟环境系统的逼真度。