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弯曲曲线:对弯曲路径的弯曲敏感性及其在房间规模 VR 中的应用。

Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR.

出版信息

IEEE Trans Vis Comput Graph. 2017 Apr;23(4):1389-1398. doi: 10.1109/TVCG.2017.2657220. Epub 2017 Jan 25.

Abstract

Redirected walking (RDW) promises to allow near-natural walking in an infinitely large virtual environment (VE) by subtle manipulations of the virtual camera. Previous experiments analyzed the human sensitivity to RDW manipulations by focusing on the worst-case scenario, in which users walk perfectly straight ahead in the VE, whereas they are redirected on a circular path in the real world. The results showed that a physical radius of at least 22 meters is required for undetectable RDW. However, users do not always walk exactly straight in a VE. So far, it has not been investigated how much a physical path can be bent in situations in which users walk a virtual curved path instead of a straight one. Such curved walking paths can be often observed, for example, when users walk on virtual trails, through bent corridors, or when circling around obstacles. In such situations the question is not, whether or not the physical path can be bent, but how much the bending of the physical path may vary from the bending of the virtual path. In this article, we analyze this question and present redirection by means of bending gains that describe the discrepancy between the bending of curved paths in the real and virtual environment. Furthermore, we report the psychophysical experiments in which we analyzed the human sensitivity to these gains. The results reveal encouragingly wider detection thresholds than for straightforward walking. Based on our findings, we discuss the potential of curved walking and present a first approach to leverage bent paths in a way that can provide undetectable RDW manipulations even in room-scale VR.

摘要

转向行走(RDW)有望通过对虚拟摄像机的细微操纵,在无限大的虚拟环境中实现近乎自然的行走。之前的实验通过聚焦于最坏情况来分析人类对 RDW 操纵的敏感性,即在虚拟环境中用户笔直向前行走,而在现实世界中用户被引导走圆形路径。结果表明,要实现不可察觉的 RDW,物理半径至少需要 22 米。然而,用户在虚拟环境中并不总是笔直行走。到目前为止,还没有研究过在用户走虚拟弯曲路径而不是直线路径的情况下,物理路径可以弯曲多少。这种弯曲的行走路径经常可以观察到,例如,当用户走在虚拟小径上、通过弯曲的走廊或绕着障碍物走时。在这种情况下,问题不是物理路径是否可以弯曲,而是物理路径的弯曲程度与虚拟路径的弯曲程度可能相差多少。在本文中,我们分析了这个问题,并通过弯曲增益来实现转向,弯曲增益描述了真实和虚拟环境中弯曲路径的差异。此外,我们还报告了心理物理学实验,我们在实验中分析了人类对这些增益的敏感性。结果令人鼓舞地揭示了更宽的检测阈值,比直线行走的检测阈值更宽。基于我们的发现,我们讨论了弯曲行走的潜力,并提出了一种方法,可以利用弯曲路径,即使在房间规模的 VR 中也可以提供不可察觉的 RDW 操纵。

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