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Effects of body visualization on performance in head-mounted display virtual reality.
PLOS ONE ( IF 3.7 ) Pub Date : 2020-09-21 , DOI: 10.1371/journal.pone.0239226
Stefan Pastel 1 , Chien-Hsi Chen 1 , Katharina Petri 1 , Kerstin Witte 1
Affiliation  

Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants’ performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.



中文翻译:

身体可视化对头戴式显示器虚拟现实性能的影响。

尽管虚拟现实(VR)在体育领域有很多应用,但只有少数研究将整个身体可视化。人们仍然缺乏了解,必须在基于 VR 的头戴式显示器 (HMD) 中可视化自己身体的多少部分,才能确保保真度和与现实世界类似的性能结果。在当前的研究中,20名年轻健康的参与者在真实和虚拟环境中完成了三项任务:平衡任务、抓握任务和投球任务。目的是找出不同身体部位的可视化对于运动执行质量的意义,并得出虚拟身体呈现的未来指南。此外,还通过全身可视化对现实和 VR 之间的人类表现进行了比较。围绕当前研究的主要目标,由于不同身体部位的可视化,测量的参数存在差异。在平衡任务中,VR 身体可视化的差异主要在于无人可视化 (NB) 与定义为全身 (WB)、除脚外的 WB (NF) 以及除脚外的 WB 等其他可视化类型相比和腿(NLF)。在抓取任务中,不同的身体可视化似乎对参与者的表现没有影响。在投掷任务中,与其他可视化类型相比,全身可视化具有更高的准确性。通过条件对比,我们发现现实和VR之间存在显着差异,这对平衡和抓取任务完成时间、平衡任务中脚踩在横梁上的次数以及平衡任务中的参数影响很大。对所有任务难度的主观估计。然而,错误数量和表演质量并没有显着差异。目前的研究是第一项将 VR 和现实中的运动相关任务与虚拟身体的进一步操作(身体部位的遮挡)进行比较的研究。对于分析感知和运动表现或 VR 运动干预的研究,我们建议对整个身体进行实时可视化。

更新日期:2020-09-22
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