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在虚拟环境中穿越孔径时,化身是否被视为人类障碍物?

Are avatars treated like human obstacles during aperture crossing in virtual environments?

机构信息

Department of Kinesiology, University of Waterloo, Waterloo, ON, Canada.

Department of Kinesiology & Physical Education, Wilfrid Laurier University, Waterloo, ON, Canada.

出版信息

Gait Posture. 2020 Jul;80:74-76. doi: 10.1016/j.gaitpost.2020.05.028. Epub 2020 May 22.

Abstract

RESEARCH OBJECTIVE

The current study set out to determine whether individuals walking in a virtual reality environment pass through apertures made of two avatars differently than apertures created by two pole obstacles, as previously observed between pole and human obstacles in real-world environments.

METHODS

Eleven healthy young adults wore a head-mounted virtual reality display, walked along a 10 m path and passed through a virtual aperture located 5 m from the starting location. Participants were instructed to avoid colliding with the obstacles when passing through the aperture. The experiment was conducted in a block design, where the aperture was either created by two pole obstacles or by two avatars. In both conditions, the width of the aperture ranged between 1.0-1.8x each participant's shoulder width.

RESULTS

Regardless of whether the aperture was created by the virtual poles or the avatars, participants rotated their shoulders for all aperture sizes and results found no significant differences in shoulder rotation angle, onset of rotation, walking speed or velocity at time of crossing between the two types of obstacles. Therefore, it appears that the differences in avoidance behaviours observed in real-world settings between people and pole obstacles is not translated to a virtual reality environment.

SIGNIFICANCE

It is possible that during experiments in which the avatars do not move, they do not possess human-like qualities suggested to be responsible for the increased caution used when walking through real human obstacles and instead, are treated as any ordinary obstacle.

摘要

研究目的

本研究旨在确定个体在虚拟现实环境中穿行两个虚拟人组成的通道与穿行两个柱状障碍物组成的通道时是否存在差异,这与在现实环境中观察到的柱状障碍物和人体障碍物之间的差异一致。

方法

11 名健康的年轻成年人佩戴头戴式虚拟现实显示器,沿着 10 米的路径行走,并穿过位于起始位置 5 米远的虚拟通道。参与者被指示在穿过通道时避免与障碍物碰撞。实验采用块设计进行,其中通道由两个柱状障碍物或两个虚拟人组成。在两种情况下,通道的宽度均在 1.0-1.8 倍参与者的肩宽之间。

结果

无论通道是由虚拟杆还是虚拟人创建,参与者在所有通道尺寸下都旋转了肩膀,结果发现肩膀旋转角度、旋转起始时间、行走速度或穿过两种障碍物时的速度没有显著差异。因此,似乎在现实环境中观察到的人与柱状障碍物之间的回避行为差异并未转化为虚拟现实环境。

意义

在实验中,当虚拟人不移动时,它们可能不具有被认为是导致穿过真实人体障碍物时增加谨慎性的人类特质,而是被视为任何普通障碍物。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3b34/7849829/82f03be8328f/nihms-1663940-f0001.jpg

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本文引用的文献

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Walking with Virtual People: Evaluation of Locomotion Interfaces in Dynamic Environments.与虚拟人同行:动态环境中运动界面的评估。
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