IEEE Trans Vis Comput Graph. 2017 Apr;23(4):1369-1378. doi: 10.1109/TVCG.2017.2657158. Epub 2017 Jan 25.
We report on the design and results of an experiment investigating factors influencing Slater's Plausibility Illusion (Psi) in virtual environments (VEs). Slater proposed Psi and Place Illusion (PI) as orthogonal components of virtual experience which contribute to realistic response in a VE. PI corresponds to the traditional conception of presence as "being there," so there exists a substantial body of previous research relating to PI, but very little relating to Psi. We developed this experiment to investigate the components of plausibility illusion using subjective matching techniques similar to those used in color science. Twenty-one participants each experienced a scenario with the highest level of coherence (the extent to which a scenario matches user expectations and is internally consistent), then in eight different trials chose transitions from lower-coherence to higher-coherence scenarios with the goal of matching the level of Psi they felt in the highest-coherence scenario. At each transition, participants could change one of the following coherence characteristics: the behavior of the other virtual humans in the environment, the behavior of their own body, the physical behavior of objects, or the appearance of the environment. Participants tended to choose improvements to the virtual body before any other improvements. This indicates that having an accurate and well-behaved representation of oneself in the virtual environment is the most important contributing factor to Psi. This study is the first to our knowledge to focus specifically on coherence factors in virtual environments.
我们报告了一项实验的设计和结果,该实验研究了影响虚拟环境(VE)中斯莱特似真性错觉(Psi)的因素。斯莱特提出 Psi 和位置错觉(PI)是虚拟体验的正交组成部分,有助于在 VE 中产生真实的反应。PI 对应于传统的存在观念,即“在那里”,因此存在大量与 PI 相关的先前研究,但与 Psi 相关的研究很少。我们开发了这个实验,使用类似于颜色科学中使用的主观匹配技术来研究似真性错觉的组成部分。21 名参与者每人体验了一个具有最高连贯性(一个场景与用户期望的匹配程度以及内部一致性)的场景,然后在八个不同的试验中,从低连贯性到高连贯性场景的过渡,目的是匹配他们在最高连贯性场景中感受到的 Psi 水平。在每次过渡中,参与者可以更改以下连贯性特征之一:环境中其他虚拟人的行为、他们自己身体的行为、物体的物理行为或环境的外观。参与者往往会在其他任何改进之前选择改进虚拟身体。这表明在虚拟环境中准确而行为良好地表示自己是 Psi 的最重要贡献因素。这项研究是我们所知的第一个专门关注虚拟环境中连贯性因素的研究。