IEEE Trans Vis Comput Graph. 2020 Dec;26(12):3423-3433. doi: 10.1109/TVCG.2020.3023570. Epub 2020 Nov 10.
Reaching towards out-of-sight objects during walking is a common task in daily life, however the same task can be challenging when wearing immersive Head-Mounted Displays (HMD). In this paper, we investigate the effects of spatial reference frame, walking path curvature, and target placement relative to the body on user performance of manually acquiring out-of-sight targets located around their bodies, as they walk in a spatial-mapping Mixed Reality (MR) environment wearing an immersive HMD. We found that walking and increased path curvature negatively affected the overall spatial accuracy of the performance, and that the performance benefited more from using the torso as the reference frame than the head. We also found that targets placed at maximum reaching distance yielded less error in angular rotation and depth of the reaching arm. We discuss our findings with regard to human walking kinesthetics and the sensory integration in the peripersonal space during locomotion in immersive MR. We provide design guidelines for future immersive MR experience featuring spatial mapping and full-body motion tracking to provide better embodied experience.
在日常生活中,伸手去拿视线之外的物体是一项常见的任务,但当佩戴沉浸式头戴式显示器 (HMD) 时,同样的任务可能会具有挑战性。在本文中,我们研究了空间参考系、行走路径曲率以及相对于身体的目标位置对用户在空间映射混合现实 (MR) 环境中佩戴沉浸式 HMD 行走时手动获取身体周围视线之外目标的性能的影响。我们发现行走和增加的路径曲率对性能的整体空间准确性产生负面影响,并且使用躯干作为参考系比使用头部更有益于性能。我们还发现,放置在最大可达距离的目标在旋转角度和手臂伸展深度上的误差更小。我们根据人类行走运动学以及在沉浸式 MR 中运动时的近体空间中的感觉整合讨论了我们的发现。我们为具有空间映射和全身运动跟踪的未来沉浸式 MR 体验提供了设计指南,以提供更好的体验。