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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.

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。

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