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避免混合现实中的 3D 障碍:它与实际障碍物的协商有何不同?

Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?

机构信息

Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, The Netherlands.

出版信息

Sensors (Basel). 2020 Feb 17;20(4):1095. doi: 10.3390/s20041095.

Abstract

Mixed-reality technologies are evolving rapidly, allowing for gradually more realistic interaction with digital content while moving freely in real-world environments. In this study, we examined the suitability of the Microsoft HoloLens mixed-reality headset for creating locomotor interactions in real-world environments enriched with 3D holographic obstacles. In Experiment 1, we compared the obstacle-avoidance maneuvers of 12 participants stepping over either real or holographic obstacles of different heights and depths. Participants' avoidance maneuvers were recorded with three spatially and temporally integrated Kinect v2 sensors. Similar to real obstacles, holographic obstacles elicited obstacle-avoidance maneuvers that scaled with obstacle dimensions. However, with holographic obstacles, some participants showed dissimilar trail or lead foot obstacle-avoidance maneuvers compared to real obstacles: they either consistently failed to raise their trail foot or crossed the obstacle with extreme lead-foot margins. In Experiment 2, we examined the efficacy of mixed-reality video feedback in altering such dissimilar avoidance maneuvers. Participants quickly adjusted their trail-foot crossing height and gradually lowered extreme lead-foot crossing heights in the course of mixed-reality video feedback trials, and these improvements were largely retained in subsequent trials without feedback. Participant-specific differences in real and holographic obstacle avoidance notwithstanding, the present results suggest that 3D holographic obstacles supplemented with mixed-reality video feedback may be used for studying and perhaps also training 3D obstacle avoidance.

摘要

混合现实技术发展迅速,允许人们在真实环境中自由移动的同时,与数字内容进行逐渐更加真实的互动。在这项研究中,我们研究了 Microsoft HoloLens 混合现实耳机在创建具有 3D 全息障碍物的真实环境中的运动交互的适用性。在实验 1 中,我们比较了 12 名参与者在跨越真实或不同高度和深度的全息障碍物时的避障动作。参与者的避障动作由三个空间和时间上集成的 Kinect v2 传感器记录。与真实障碍物相似,全息障碍物引起的避障动作与障碍物尺寸成比例。然而,对于一些参与者来说,与真实障碍物相比,他们在全息障碍物上的跟随或领先脚的避障动作不同:他们要么始终未能抬起跟随脚,要么用极端的前脚掌跨越障碍物。在实验 2 中,我们研究了混合现实视频反馈在改变这种不同的避障动作的效果。参与者在混合现实视频反馈试验中快速调整了跟随脚的跨越高度,并逐渐降低了极端的前脚掌跨越高度,这些改进在没有反馈的后续试验中得到了很大保留。尽管存在参与者在真实和全息障碍物避障方面的差异,但本研究结果表明,补充混合现实视频反馈的 3D 全息障碍物可用于研究,也许还可用于训练 3D 障碍物避障。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b892/7071133/ea65dd44a4f1/sensors-20-01095-g001.jpg

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