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别担心,积极主动:如何促进在沉浸式虚拟环境中检测错误。

Don't worry, be active: how to facilitate the detection of errors in immersive virtual environments.

作者信息

Rigutti Sara, Stragà Marta, Jez Marco, Baldassi Giulio, Carnaghi Andrea, Miceu Piero, Fantoni Carlo

机构信息

Department of Life Sciences, Psychology Unit "Gaetano Kanizsa", University of Trieste, Trieste, Italy.

Area Science Park, Arsenal S.r.L, Trieste, Italy.

出版信息

PeerJ. 2018 Oct 29;6:e5844. doi: 10.7717/peerj.5844. eCollection 2018.

Abstract

The current research aims to study the link between the type of vision experienced in a collaborative immersive virtual environment (active vs. multiple passive), the type of error one looks for during a cooperative multi-user exploration of a design project (affordance vs. perceptual violations), and the type of setting in which multi-user perform (field in Experiment 1 vs. laboratory in Experiment 2). The relevance of this link is backed by the lack of conclusive evidence on an active vs. passive vision advantage in cooperative search tasks within software based on immersive virtual reality (IVR). Using a yoking paradigm based on the mixed usage of simultaneous active and multiple passive viewings, we found that the likelihood of error detection in a complex 3D environment was characterized by an active vs. multi-passive viewing advantage depending on: (1) the degree of knowledge dependence of the type of error the passive/active observers were looking for ( for perceptual violations, vs. for affordance violations), as the advantage tended to manifest itself irrespectively from the setting for affordance, but not for perceptual violations; and (2) the degree of social desirability possibly induced by the setting in which the task was performed, as the advantage occurred irrespectively from the type of error in the laboratory (Experiment 2) but not in the field (Experiment 1) setting. Results are relevant to future development of cooperative software based on IVR used for supporting the design review. A multi-user design review experience in which designers, engineers and end-users all cooperate actively within the IVR wearing their own head mounted display, seems more suitable for the detection of relevant errors than standard systems characterized by a mixed usage of active and passive viewing.

摘要

当前的研究旨在探讨在协作沉浸式虚拟环境中体验到的视觉类型(主动式与多被动式)、在设计项目的多用户协作探索过程中所寻找的错误类型(可供性与感知违规)以及多用户执行任务的环境类型(实验1中的实地环境与实验2中的实验室环境)之间的联系。基于沉浸式虚拟现实(IVR)的软件在协作搜索任务中,关于主动式视觉与被动式视觉优势尚无确凿证据,这使得这种联系的相关性得到了支持。通过基于同时使用主动式和多被动式观看的匹配范式,我们发现,在复杂的3D环境中检测错误的可能性具有主动式与多被动式观看优势,这取决于:(1)被动/主动观察者所寻找的错误类型的知识依赖程度(对于感知违规,为 ,对于可供性违规,为 ),因为对于可供性违规,优势往往与环境无关地显现出来,但对于感知违规则不然;(2)任务执行环境可能引发的社会期望程度,因为在实验室环境(实验2)中,优势与错误类型无关地出现,但在实地环境(实验1)中则不然。这些结果与基于IVR用于支持设计评审的协作软件的未来发展相关。在IVR中,设计师、工程师和最终用户都戴着自己的头戴式显示器积极协作的多用户设计评审体验,似乎比以主动式和被动式观看混合使用为特征的标准系统更适合检测相关错误。

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