当前位置: X-MOL 学术BMC Biomed. Eng. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
User perspective and higher cognitive task-loads influence movement and performance in immersive training environments.
BMC Biomedical Engineering Pub Date : 2019-08-30 , DOI: 10.1186/s42490-019-0021-0
Juan Trelles Trabucco 1 , Andrea Rottigni 1 , Marco Cavallo 1 , Daniel Bailey 1 , James Patton 2 , G Elisabeta Marai 1
Affiliation  

In virtual reality (VR) applications such as games, virtual training, and interactive neurorehabilitation, one can employ either the first-person user perspective or the third-person perspective to perceive the virtual environment; however, applications rarely offer both perspectives for the same task. We used a targeted-reaching task in a large-scale virtual reality environment (N=30 healthy volunteers) to evaluate the effects of user perspective on the head and upper extremity movements, and on user performance. We further evaluated how different cognitive challenges would modulate these effects. Finally, we obtained the user-reported engagement level under the different perspectives. We found that first-person perspective resulted in larger head movements (3.52±1.3m) than the third-person perspective (2.41±0.7m). First-person perspective also resulted in more upper-extremity movement (30.08±7.28m compared to 26.66±4.86m) and longer completion times (61.3±16.4s compared to 53±10.4s) for more challenging tasks such as the “flipped mode”, in which moving one arm causes the opposite virtual arm to move. We observed no significant effect of user perspective alone on the success rate. Subjects reported experiencing roughly the same level of engagement in both first-person and third-person perspectives (F(1.58)=0.9,P=.445). User perspective and its interaction with higher-cognitive load tasks influences the extent of movement and user performance in a virtual theater environment, and may influence the choice of the interface type (first or third person) in immersive training depending on the user conditions and exercise requirements.

中文翻译:

用户视角和更高的认知任务负载会影响沉浸式训练环境中的运动和表现。

在游戏、虚拟训练和交互式神经康复等虚拟现实 (VR) 应用中,可以采用第一人称用户视角或第三人称视角来感知虚拟环境;但是,应用程序很少为同一任务提供两种视角。我们在大型虚拟现实环境(N=30 名健康志愿者)中使用了一项有针对性的任务来评估用户视角对头部和上肢运动以及用户表现的影响。我们进一步评估了不同的认知挑战将如何调节这些影响。最后,我们获得了不同视角下用户报告的参与度。我们发现第一人称视角比第三人称视角(2.41±0.7m)导致更大的头部运动(3.52±1.3m)。第一人称视角还导致更多的上肢运动(30.08±7.28m 对比 26.66±4.86m)和更长的完成时间(61.3±16.4s 对比 53±10.4s),以完成更具挑战性的任务,例如“翻转模式” ”,其中移动一只手臂会导致相反的虚拟手臂移动。我们观察到仅用户视角对成功率没有显着影响。受试者报告在第一人称和第三人称视角下经历了大致相同的参与度(F(1.58)=0.9,P=.445)。用户视角及其与更高认知负荷任务的交互影响虚拟剧院环境中的运动程度和用户表现,并可能根据用户条件和锻炼影响沉浸式训练中界面类型(第一人称或第三人称)的选择要求。
更新日期:2020-04-22
down
wechat
bug