Univ Rennes, Inria, M2S-EA 7470, 35000, Rennes, France.
Univ Rennes, CNRS, Inria, IRISA-UMR 6074, 35000, Rennes, France.
Exp Brain Res. 2021 Jan;239(1):329-340. doi: 10.1007/s00221-020-05980-y. Epub 2020 Nov 11.
Navigating crowded community spaces requires interactions with pedestrians that follow rectilinear and curvilinear trajectories. In the case of rectilinear trajectories, it has been shown that the perceived action opportunities of the walkers might be afforded based on a future distance of closest approach. However, little is known about collision avoidance behaviours when avoiding walkers that follow curvilinear trajectories. Twenty-two participants were immersed in a virtual environment and avoided a virtual human (VH) that followed either a rectilinear path or a curvilinear path with a 5 m or 10 m radius curve at various distances of closest approach. Compared to a rectilinear path (control condition), the curvilinear path with a 5 m radius yielded more collisions when the VH approached from behind the participant and more inversions when the VH approached from in-front. During each trial, the evolution of the future distance of closest approach showed similarities between rectilinear paths and curvilinear paths with a 10 m radius curve. Overall, with few collisions and few inversions of crossing order, we can conclude that participants were capable of predicting future distance of closest approach of virtual walkers that followed curvilinear trajectories. The task was solved with similar avoidance adaptations to those observed for rectilinear interactions. These findings should inform future endeavors to further understand collision avoidance strategies and the role of-for example-non-constant velocities.
在拥挤的社区空间中穿行需要与沿着直线和曲线轨迹行走的行人进行交互。在直线轨迹的情况下,已经表明,根据最近接近的未来距离,可能会提供行人的感知动作机会。然而,对于避免遵循曲线轨迹的行人时的避碰行为知之甚少。22 名参与者沉浸在虚拟环境中,并避开了一个跟随直线路径或半径为 5 米或 10 米的曲线的虚拟人(VH),在各种最近接近距离处。与直线路径(对照条件)相比,当 VH 从参与者身后接近时,半径为 5 米的曲线路径会导致更多的碰撞,而当 VH 从前方接近时会导致更多的反转。在每次试验中,未来最近接近距离的演变表明,直线路径和半径为 10 米的曲线路径之间存在相似之处。总体而言,碰撞和交叉顺序反转很少,我们可以得出结论,参与者能够预测跟随曲线轨迹的虚拟行人的未来最近接近距离。该任务通过与直线交互观察到的类似避碰适应来解决。这些发现应该为进一步理解避碰策略以及例如非恒定速度的作用提供信息。