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Trick the body trick the mind: avatar representation affects the perception of available action possibilities in virtual reality
Virtual Reality ( IF 4.2 ) Pub Date : 2021-03-27 , DOI: 10.1007/s10055-021-00511-8
Tugce Joy , Emre Ugur , Inci Ayhan

In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of innovative interactive systems in VR. In this study, we investigated interactive behavior in VR by using the methods of experimental psychology. Objects with handles are known to potentiate the afforded action. Participants tend to respond faster when the handle is on the same side as the responding hand in bi-manual speed response tasks. In the first experiment, we successfully replicated this affordance effect in a Virtual Reality (VR) setting. In the second experiment, we showed that the affordance effect was influenced by the avatar, which was manipulated by two different hand types: (1) hand models with full finger tracking that are able to grasp objects, and (2) capsule-shaped—fingerless—hand models that are not able to grasp objects. We found that less than 5 mins of adaptation to an avatar, significantly altered the affordance perception. Counter intuitively, action planning was significantly shorter with the hand model that is not able to grasp. Possibly, fewer action possibilities provided an advantage in processing time. The presence of a handle speeded up the initiation of the hand movement but slowed down the action completion because of ongoing action planning. The results were examined from a multidisciplinary perspective and the design implications for VR applications were discussed.



中文翻译:

欺骗身体欺骗思想:化身表示影响虚拟现实中可用动作可能性的感知

在沉浸式虚拟现实(VR)中,您的大脑会欺骗您,使您相信虚拟手就是您的真手。操纵身体(即化身)的表示形式,对于设计VR中的创新交互系统来说是一种潜在的强大工具。在这项研究中,我们使用实验心理学的方法调查了VR中的交互行为。已知带有手柄的对象可以增强所提供的动作。在双向手动速度响应任务中,如果手柄与响应手在同一侧,则参与者的响应速度往往会更快。在第一个实验中,我们成功地在虚拟现实(VR)设置中复制了这种负担能力效果。在第二个实验中,我们显示了承受能力受虚拟角色的影响,该虚拟角色由两种不同的手型操作:(1)具有完整手指跟踪能力的手模型能够抓取物体,以及(2)无法抓住物体的胶囊状无手指手模型。我们发现,不到5分钟就可以适应化身,从而显着改变了可负担性感知。与直觉相反,无法把握的手形模型明显缩短了行动计划。可能地,更少的动作可能性在处理时间上提供了优势。手柄的存在加快了手部动作的启动速度,但由于正在进行的动作计划而减慢了动作完成的速度。从多学科的角度检查了结果,并讨论了对VR应用程序的设计含义。我们发现,不到5分钟就可以适应化身,从而显着改变了可负担性感知。与直觉相反,无法把握的手形模型明显缩短了行动计划。可能地,更少的动作可能性在处理时间上提供了优势。手柄的存在加快了手部动作的启动速度,但由于正在进行的动作计划而减慢了动作完成的速度。从多学科的角度检查了结果,并讨论了对VR应用程序的设计含义。我们发现,不到5分钟就可以适应化身,从而显着改变了可负担性感知。与直觉相反,无法把握的手形模型明显缩短了行动计划。可能地,更少的动作可能性在处理时间上提供了优势。手柄的存在加快了手部动作的启动速度,但由于正在进行的动作计划而减慢了动作完成的速度。从多学科的角度检查了结果,并讨论了对VR应用程序的设计含义。手柄的存在加快了手部动作的启动速度,但由于正在进行的动作计划而减慢了动作完成的速度。从多学科的角度检查了结果,并讨论了对VR应用程序的设计含义。手柄的存在加快了手部动作的启动速度,但由于正在进行的动作计划而减慢了动作完成的速度。从多学科的角度检查了结果,并讨论了对VR应用程序的设计含义。

更新日期:2021-03-27
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