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达到关节极限可能会对虚拟现实中的身体体验产生负面影响。

Reaching articular limits can negatively impact embodiment in virtual reality.

作者信息

Porssut Thibault, Blanke Olaf, Herbelin Bruno, Boulic Ronan

机构信息

Altran Lab, Capgemini Engineering, Paris, France.

Immersive Interaction Research Group, École Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.

出版信息

PLoS One. 2022 Mar 2;17(3):e0255554. doi: 10.1371/journal.pone.0255554. eCollection 2022.

Abstract

Providing Virtual Reality(VR) users with a 3D representation of their body complements the experience of immersion and presence in the virtual world with the experience of being physically located and more personally involved. A full-body avatar representation is known to induce a Sense of Embodiment (SoE) for this virtual body, which is associated with improvements in task performance, motivation and motor learning. Recent experimental research on embodiment provides useful guidelines, indicating the extent of discrepancy tolerated by users and, conversely, the limits and disruptive events that lead to a break in embodiment (BiE). Based on previous works on the limit of agency under movement distortion, this paper describes, studies and analyses the impact of a very common yet overlooked embodiment limitation linked to articular limits when performing a reaching movement. We demonstrate that perceiving the articular limit when fully extending the arm provides users with an additional internal proprioceptive feedback which, if not matched in the avatar's movement, leads to the disruptive realization of an incorrect posture mapping. This study complements previous works on self-contact and visuo-haptic conflicts and emphasizes the risk of disrupting the SoE when distorting users' movements or using a poorly-calibrated avatar.

摘要

为虚拟现实(VR)用户提供其身体的三维表示,将虚拟世界中的沉浸感和临场感体验与身体所处位置及个人参与感的体验相结合。众所周知,全身化身表示会为这个虚拟身体诱发一种具身感(SoE),这与任务表现、动机和运动学习的改善相关。最近关于具身化的实验研究提供了有用的指导方针,表明了用户能够容忍的差异程度,反之,也表明了导致具身感中断(BiE)的限制和干扰事件。基于先前关于运动失真下能动性限制的研究,本文描述、研究并分析了在进行伸手动作时,一个与关节限制相关的非常常见但被忽视的具身化限制的影响。我们证明,在完全伸展手臂时感知到关节限制会为用户提供额外的内部本体感觉反馈,如果化身的动作与之不匹配,就会导致错误姿势映射的破坏性认知。这项研究补充了先前关于自我接触和视觉触觉冲突的研究,并强调了在扭曲用户动作或使用校准不佳的化身时破坏具身感的风险。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/aea8/8890650/89071a74a369/pone.0255554.g001.jpg

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