Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands.
PLoS One. 2024 Oct 21;19(10):e0311804. doi: 10.1371/journal.pone.0311804. eCollection 2024.
Augmented-reality (AR) applications have shown potential for assisting and modulating gait in health-related fields, like AR cueing of foot-placement locations in people with Parkinson's disease. However, the size of the AR field of view (AR-FOV), which is smaller than one's own FOV, might affect interaction with nearby floor-based holographic objects. The study's primary objective was to evaluate the effect of AR-FOV size on the required head orientations for viewing and interacting with real-world and holographic floor-based objects during standstill and walking conditions. Secondary, we evaluated the effect of AR-FOV size on gait speed when interacting with real-world and holographic objects. Sixteen healthy middle-aged adults participated in two experiments wearing HoloLens 1 and 2 AR headsets that differ in AR-FOV size. To confirm participants' perceived differences in AR-FOV size, we examined the head orientations required for viewing nearby and far objects from a standstill position (Experiment 1). In Experiment 2, we examined the effect of AR-FOV size on head orientations and gait speeds for negotiating 2D and 3D objects during walking. Less downward head orientation was required for looking at nearby holographic objects with HoloLens 2 than with HoloLens 1, as expected given differences in perceived AR-FOV size (Experiment 1). In Experiment 2, a greater downward head orientation was observed for interacting with holographic objects compared to real-world objects, but again less so for HoloLens 2 than HoloLens 1 along the line of progression. Participants walked slightly but significantly slower when interacting with holographic objects compared to real-world objects, without any differences between the HoloLenses. To conclude, the increased size of the AR-FOV did not affect gait speed, but resulted in more real-world-like head orientations for seeing and picking up task-relevant information when interacting with floor-based holographic objects, improving the potential efficacy of AR cueing applications.
增强现实 (AR) 应用在健康相关领域具有辅助和调节步态的潜力,例如在帕金森病患者中引导脚部位置的 AR 提示。然而,AR 视场 (AR-FOV) 的大小小于人自己的视场,可能会影响与附近基于地面的全息物体的交互。本研究的主要目的是评估 AR-FOV 大小对在静止和行走条件下观察和与真实世界和基于地面的全息物体交互所需的头部方向的影响。其次,我们评估了与真实世界和全息物体交互时 AR-FOV 大小对步态速度的影响。16 名健康中年成年人佩戴 HoloLens 1 和 2 头戴式显示器进行了两项实验,这些头戴式显示器在 AR-FOV 大小上有所不同。为了确认参与者对 AR-FOV 大小的感知差异,我们从静止位置检查了观察附近和远处物体所需的头部方向(实验 1)。在实验 2 中,我们检查了 AR-FOV 大小对行走过程中协商 2D 和 3D 物体时的头部方向和步态速度的影响。与 HoloLens 1 相比,HoloLens 2 观察附近全息物体所需的向下头部方向较小,这与感知的 AR-FOV 大小差异一致(实验 1)。在实验 2 中,与真实世界的物体相比,与全息物体交互时观察到更大的向下头部方向,但沿着行进方向,HoloLens 2 比 HoloLens 1 要小。与真实世界的物体相比,参与者在与全息物体交互时的步行速度略慢但有显著差异,而在 HoloLenses 之间没有差异。总之,AR-FOV 的增大并没有影响步态速度,但在与基于地面的全息物体交互时,看到和获取与任务相关的信息时,头部方向更接近真实世界,从而提高了 AR 提示应用的潜在效果。