IEEE Trans Vis Comput Graph. 2018 Apr;24(4):1671-1680. doi: 10.1109/TVCG.2018.2793679.
Telepresence systems have the potential to overcome limits and distance constraints of the real-world by enabling people to remotely visit and interact with each other. However, current telepresence systems usually lack natural ways of supporting interaction and exploration of remote environments (REs). In particular, single webcams for capturing the RE provide only a limited illusion of spatial presence, and movement control of mobile platforms in today's telepresence systems are often restricted to simple interaction devices. One of the main challenges of telepresence systems is to allow users to explore a RE in an immersive, intuitive and natural way, e.g., by real walking in the user's local environment (LE), and thus controlling motions of the robot platform in the RE. However, the LE in which the user's motions are tracked usually provides a much smaller interaction space than the RE. In this context, redirected walking (RDW) is a very suitable approach to solve this problem. However, so far there is no previous work, which explored if and how RDW can be used in video-based 360° telepresence systems. In this article, we conducted two psychophysical experiments in which we have quantified how much humans can be unknowingly redirected on virtual paths in the RE, which are different from the physical paths that they actually walk in the LE. Experiment 1 introduces a discrimination task between local and remote translations, and in Experiment 2 we analyzed the discrimination between local and remote rotations. In Experiment 1 participants performed straightforward translations in the LE that were mapped to straightforward translations in the RE shown as 360° videos, which were manipulated by different gains. Then, participants had to estimate if the remotely perceived translation was faster or slower than the actual physically performed translation. Similarly, in Experiment 2 participants performed rotations in the LE that were mapped to the virtual rotations in a 360° video-based RE to which we applied different gains. Again, participants had to estimate whether the remotely perceived rotation was smaller or larger than the actual physically performed rotation. Our results show that participants are not able to reliably discriminate the difference between physical motion in the LE and the virtual motion from the 360° video RE when virtual translations are down-scaled by 5.8% and up-scaled by 9.7%, and virtual rotations are about 12.3% less or 9.2% more than the corresponding physical rotations in the LE.
临场感系统通过使人们能够远程访问和相互交互,从而有可能克服现实世界的限制和距离限制。然而,当前的临场感系统通常缺乏支持远程环境 (RE) 交互和探索的自然方式。特别是,用于捕获 RE 的单个网络摄像头仅提供了有限的空间存在幻觉,并且当今的临场感系统中的移动平台的运动控制通常限于简单的交互设备。临场感系统的主要挑战之一是使用户能够以沉浸式、直观和自然的方式探索 RE,例如,通过在用户的本地环境 (LE) 中实际行走,从而控制机器人平台在 RE 中的运动。然而,跟踪用户运动的 LE 通常提供的交互空间比 RE 小得多。在这种情况下,重定向行走 (RDW) 是解决此问题的非常合适的方法。但是,到目前为止,还没有以前的工作探讨 RDW 是否以及如何可以在基于视频的 360°临场感系统中使用。在本文中,我们进行了两项心理物理学实验,在实验中我们量化了人类在 RE 中的虚拟路径上无意识地被重定向的程度,这些虚拟路径与他们在 LE 中实际行走的物理路径不同。实验 1 在本地和远程翻译之间引入了区分任务,在实验 2 中,我们分析了本地和远程旋转之间的区分。在实验 1 中,参与者在 LE 中进行直接翻译,这些翻译被映射到在 360°视频中显示的 RE 中的直接翻译,这些翻译通过不同的增益进行了操作。然后,参与者必须估计远程感知的翻译是否比实际进行的物理翻译更快或更慢。同样,在实验 2 中,参与者在 LE 中进行旋转,这些旋转被映射到基于 360°视频的 RE 中的虚拟旋转,我们对这些旋转施加了不同的增益。同样,参与者必须估计远程感知的旋转是否比实际进行的物理旋转更小或更大。我们的结果表明,当虚拟翻译缩小 5.8%和放大 9.7%时,参与者无法可靠地区分 LE 中的物理运动与 360°视频 RE 中的虚拟运动之间的差异,并且虚拟旋转比 LE 中的相应物理旋转小 12.3%或大 9.2%。