Department of Computer Science, University of North Carolina at Charlotte, Charlotte, NC 28223, USA.
IEEE Trans Vis Comput Graph. 2010 Jul-Aug;16(4):690-702. doi: 10.1109/TVCG.2009.93.
We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.
我们报告了一系列实验,旨在研究旅行技术对复杂虚拟环境中的信息收集和认知的影响。在第一个实验中,参与者使用真实行走或两种虚拟旅行技术之一,按照自己的节奏完成了一个非分支的多层次 3D 迷宫。在第二个实验中,我们构建了一个具有分支路径的真实世界迷宫,并对其进行了建模,构建了一个相同的虚拟环境。参与者使用真实行走或虚拟旅行技术,在预定的时间内在真实或虚拟迷宫中进行探索。我们在实验中的结果表明,对于需要大量转弯的复杂环境,如果应用程序的目标是基于虚拟世界中呈现的信息进行学习或推理,那么虚拟旅行是真实行走的可接受替代方式。但是,对于需要快速、高效导航或类似于真实世界行为的旅行的应用程序,真实行走比常见的基于操纵杆的虚拟旅行技术具有优势。