• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

导航控件和视野模式的变化会影响虚拟现实环境暴露后晕动病的严重程度和时空步态模式。

Changes in Navigation Controls and Field-of-View Modes Affect Cybersickness Severity and Spatiotemporal Gait Patterns After Exposure to Virtual Environments.

机构信息

Department of Industrial and Information Management, National Cheng Kung University, Tainan, Taiwan.

Institute of Information Management, National Cheng Kung University, Tainan, Taiwan.

出版信息

Hum Factors. 2024 Jul;66(7):1942-1960. doi: 10.1177/00187208231190982. Epub 2023 Jul 27.

DOI:10.1177/00187208231190982
PMID:37501376
Abstract

OBJECTIVE

To examine the effects of navigation controls and field-of-view modes on cybersickness severity and gait dynamics after cessation of exposure to a virtual environment (VE).

BACKGROUND

The applications of virtual reality are increasing in various fields; however, whether changes in interaction techniques and visual contents could mitigate the potential gait disturbance following VE exposure remains unclear.

METHOD

Thirty healthy adults wore a head-mounted display to complete six sessions of 12-min run-and-gun tasks using different navigation controls (gamepad, head, natural) and field-of-view modes (full, restricted). Forward and backward walking tasks were performed before and after VE exposure. The degrees of cybersickness and presence were evaluated using questionnaires, along with the in-session task performance. Spatiotemporal gait measures and their variabilities were calculated for each walking task.

RESULTS

The participants experienced less cybersickness with the head and natural controls than with the gamepad. Natural control, based on matching body movements, was associated with the highest degree of presence and best performance. VE navigation using the gamepad showed reduced cadences and increased stride times during postexposure forward-walking tasks. When the VE was presented via the restricted field-of-view mode, increased gait variabilities were observed from backward-walking tasks after VE exposure.

CONCLUSION

Body movement-based navigation controls may alleviate cybersickness. We observed gait adaptation during both ambulation tasks, which was influenced by the navigation control method and field-of-view mode.

APPLICATION

This study provides the first evidence for gait adaptation during balance-demanding tasks after VE exposure, which is valuable for designing guidelines for virtual reality interactions.

摘要

目的

考察导航控制和视野模式对虚拟环境(VE)暴露停止后晕动病严重程度和步态动力学的影响。

背景

虚拟现实在各个领域的应用越来越广泛;然而,交互技术和视觉内容的变化是否可以减轻 VE 暴露后潜在的步态障碍尚不清楚。

方法

30 名健康成年人佩戴头戴式显示器,使用不同的导航控制(游戏手柄、头部、自然)和视野模式(全视野、受限)完成 6 次 12 分钟的跑枪任务。在 VE 暴露前后进行前后向步行任务。使用问卷评估晕动病和存在程度,以及会话期间的任务表现。计算每个步行任务的时空步态测量值及其变异性。

结果

与游戏手柄相比,头部和自然控制可使参与者的晕动病程度降低。基于匹配身体运动的自然控制与最高的存在感和最佳表现相关。使用游戏手柄进行 VE 导航时,在暴露后的前向步行任务中,步频降低,步幅时间增加。当使用受限视野模式呈现 VE 时,暴露后从后向步行任务中观察到步态变异性增加。

结论

基于身体运动的导航控制可能会减轻晕动病。我们观察到在两种步行任务中都存在步态适应,这受到导航控制方法和视野模式的影响。

应用

本研究首次提供了 VE 暴露后平衡要求任务中步态适应的证据,这对于设计虚拟现实交互指南具有重要意义。

相似文献

1
Changes in Navigation Controls and Field-of-View Modes Affect Cybersickness Severity and Spatiotemporal Gait Patterns After Exposure to Virtual Environments.导航控件和视野模式的变化会影响虚拟现实环境暴露后晕动病的严重程度和时空步态模式。
Hum Factors. 2024 Jul;66(7):1942-1960. doi: 10.1177/00187208231190982. Epub 2023 Jul 27.
2
Gait adaptations during overground walking and multidirectional oscillations of the visual field in a virtual reality headset.在虚拟现实头显中进行地面行走和视野多方向振荡时的步态适应
Gait Posture. 2019 Jan;67:251-256. doi: 10.1016/j.gaitpost.2018.10.029. Epub 2018 Oct 26.
3
The impact of motor task and environmental constraints on gait patterns during treadmill walking in a fully immersive virtual environment.在完全沉浸式虚拟环境中进行跑步机行走时,运动任务和环境约束对步态模式的影响。
Gait Posture. 2020 Mar;77:243-249. doi: 10.1016/j.gaitpost.2020.01.031. Epub 2020 Feb 8.
4
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study.沉浸式虚拟现实学习外骨骼式虚拟行走:一项可行性研究。
J Neuroeng Rehabil. 2024 Nov 1;21(1):195. doi: 10.1186/s12984-024-01482-y.
5
Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents.健康青少年平衡和虚拟现实视频游戏晕动症的全沉浸式可行性。
Neurosci Lett. 2021 Aug 24;760:136063. doi: 10.1016/j.neulet.2021.136063. Epub 2021 Jun 24.
6
Virtual Reality as a Therapy Tool for Walking Activities in Pediatric Neurorehabilitation: Usability and User Experience Evaluation.虚拟现实作为儿科神经康复中步行活动的治疗工具:可用性和用户体验评估。
JMIR Serious Games. 2022 Jul 14;10(3):e38509. doi: 10.2196/38509.
7
Spatial Presence, Performance, and Behavior between Real, Remote, and Virtual Immersive Environments.真实、远程和虚拟沉浸式环境中的空间存在、表现和行为。
IEEE Trans Vis Comput Graph. 2020 Dec;26(12):3467-3478. doi: 10.1109/TVCG.2020.3023574. Epub 2020 Nov 10.
8
The Human Retrosplenial Cortex and Thalamus Code Head Direction in a Global Reference Frame.人类 retrosplenial 皮质和丘脑在全局参考系中编码头部方向。
J Neurosci. 2016 Jun 15;36(24):6371-81. doi: 10.1523/JNEUROSCI.1268-15.2016.
9
Overground gait training using virtual reality aimed at gait symmetry.虚拟现实辅助地面步行训练以实现步态对称。
Hum Mov Sci. 2021 Apr;76:102770. doi: 10.1016/j.humov.2021.102770. Epub 2021 Feb 23.
10
Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation.沉浸式虚拟现实在机器人辅助步态训练中的应用:一种新型设备在脑卒中康复中的验证。
Medicina (Kaunas). 2022 Dec 7;58(12):1805. doi: 10.3390/medicina58121805.