Faculty of Kinesiology, Sport, and Recreation, Neuroscience and Mental Health Institute, University of Alberta, Edmonton, AB, Canada.
Division of Physical Medicine and Rehabilitation, Department of Biomedical Engineering, University of Alberta, Edmonton, AB, Canada.
J Vis. 2024 Feb 1;24(2):9. doi: 10.1167/jov.24.2.9.
Virtual reality (VR) technology has advanced significantly in recent years, with many potential applications. However, it is unclear how well VR simulations mimic real-world experiences, particularly in terms of eye-hand coordination. This study compares eye-hand coordination from a previously validated real-world object interaction task to the same task re-created in controller-mediated VR. We recorded eye and body movements and segmented participants' gaze data using the movement data. In the real-world condition, participants wore a head-mounted eye tracker and motion capture markers and moved a pasta box into and out of a set of shelves. In the VR condition, participants wore a VR headset and moved a virtual box using handheld controllers. Unsurprisingly, VR participants took longer to complete the task. Before picking up or dropping off the box, participants in the real world visually fixated the box about half a second before their hand arrived at the area of action. This 500-ms minimum fixation time before the hand arrived was preserved in VR. Real-world participants disengaged their eyes from the box almost immediately after their hand initiated or terminated the interaction, but VR participants stayed fixated on the box for much longer after it was picked up or dropped off. We speculate that the limited haptic feedback during object interactions in VR forces users to maintain visual fixation on objects longer than in the real world, altering eye-hand coordination. These findings suggest that current VR technology does not replicate real-world experience in terms of eye-hand coordination.
虚拟现实 (VR) 技术近年来取得了重大进展,具有许多潜在的应用。然而,目前尚不清楚 VR 模拟在多大程度上可以模拟真实世界的体验,特别是在眼手协调方面。本研究将先前经过验证的真实世界物体交互任务与在控制器介导的 VR 中重新创建的相同任务进行了比较。我们记录了眼动和身体运动,并使用运动数据对参与者的注视数据进行了分割。在真实世界的条件下,参与者头戴眼动追踪器和运动捕捉标记,并将一个意大利面盒子移入和移出一组架子。在 VR 条件下,参与者戴着 VR 头显,使用手持控制器移动一个虚拟盒子。不出所料,VR 参与者完成任务所需的时间更长。在拿起或放下盒子之前,现实世界中的参与者在他们的手到达动作区域之前,大约半秒钟就会将目光固定在盒子上。在 VR 中,手到达之前的 500 毫秒最小注视时间得以保留。现实世界中的参与者在他们的手开始或结束互动后几乎立即将目光从盒子上移开,但 VR 参与者在拿起或放下盒子后仍长时间注视着盒子。我们推测,在 VR 中进行物体交互时触觉反馈有限,迫使用户在视觉上比在现实世界中更长时间地固定在物体上,从而改变眼手协调。这些发现表明,目前的 VR 技术在眼手协调方面无法复制真实世界的体验。