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具身互动系统中的动态可供性:显示方式和运动方式的作用。

Dynamic affordances in embodied interactive systems: the role of display and mode of locomotion.

机构信息

Simon Fraser University.

The University of Iowa.

出版信息

IEEE Trans Vis Comput Graph. 2014 Apr;20(4):596-605. doi: 10.1109/TVCG.2014.18.

DOI:10.1109/TVCG.2014.18
PMID:24650987
Abstract

We investigated how the properties of interactive virtual reality systems affect user behavior in full-body embodied interactions. Our experiment compared four interactive virtual reality systems using different display types (CAVE vs. HMD) and modes of locomotion (walking vs. joystick). Participants performed a perceptual-motor coordination task, in which they had to choose among a series of opportunities to pass through a gate that cycled open and closed and then board a moving train. Mode of locomotion, but not type of display, affected how participants chose opportunities for action. Both mode of locomotion and display affected performance when participants acted on their choices. We conclude that technological properties of virtual reality system (both display and mode of locomotion) significantly affected opportunities for action available in the environment (affordances) and discuss implications for design and practical applications of immersive interactive systems.

摘要

我们研究了交互式虚拟现实系统的属性如何影响全身沉浸式交互中的用户行为。我们的实验比较了四种使用不同显示类型(CAVE 与 HMD)和运动模式(步行与操纵杆)的交互式虚拟现实系统。参与者执行了一项感知运动协调任务,在该任务中,他们必须在一系列机会中进行选择,以通过循环打开和关闭的门,然后登上移动的火车。运动模式而不是显示类型影响了参与者选择行动机会的方式。当参与者根据自己的选择采取行动时,运动模式和显示都会影响他们的表现。我们的结论是,虚拟现实系统的技术属性(包括显示和运动模式)显著影响了环境中可用的行动机会(可及性),并讨论了沉浸式交互系统的设计和实际应用的意义。

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