Grant S C, Magee L E
Defence and Civil Institute of Environmental Medicine, North York, Ontario, Canada.
Hum Factors. 1998 Sep;40(3):489-97. doi: 10.1518/001872098779591296.
Users immersed in virtual environments (VEs) are prone to disorientation and have difficulty transferring spatial knowledge to the real world. A single experiment investigated the contribution of inadequate proprioception to this problem by providing participants with interfaces to a virtual environment that either did (a walking interface) or did not (a joystick) afford proprioceptive feedback similar to that obtained during real walking. The 2 groups explored a large, complex building using a low-resolution head-mounted display. Later, their navigational abilities within the actual building were compared with those of control groups who either studied a map of the building, walked through the real building, or received no prior training. The walking interface conveyed no benefit on an orientation task performed during training in the VE, but it did benefit participants when they tried to find objects in the real world. Actual or potential applications include simulations of environments that are normally explored on foot but cannot be readily visited, such as infantry battlefields and facilities contaminated with chemical, biological, or radiological materials.
沉浸在虚拟环境(VE)中的用户容易迷失方向,并且难以将空间知识应用到现实世界中。一项单一实验通过为参与者提供与虚拟环境的接口来研究本体感觉不足对这一问题的影响,该接口要么提供(步行接口)要么不提供(操纵杆)类似于真实行走时获得的本体感觉反馈。两组参与者使用低分辨率头戴式显示器探索了一座大型复杂建筑。之后,将他们在实际建筑中的导航能力与对照组进行比较,对照组要么研究了建筑地图,要么走过真实建筑,要么没有接受过任何预先训练。步行接口在虚拟环境训练期间执行的定向任务中没有带来任何益处,但在参与者试图在现实世界中寻找物体时却对他们有所帮助。实际或潜在应用包括模拟通常需要步行探索但难以实地参观的环境,例如步兵战场以及被化学、生物或放射性物质污染的设施。