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arXiv 2007.13048cs.HC
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欺骗身体欺骗心灵:化身的表现会影响对虚拟现实中可用动作可能性的感知

Trick the Body Trick the Mind: Avatar representation affects the perception of available action possibilities in Virtual Reality

Tugce Akkoc, Emre Ugur, Inci Ayhan

摘要:

在沉浸式虚拟现实(VR)中,你的大脑可以欺骗你,让你相信你的虚拟手是你真正的手。操纵身体的表示,即化身,是虚拟现实中创新交互系统设计的潜在强大工具。本研究采用实验心理学的方法,对虚拟现实中的交互行为进行了研究。具有句柄的对象可以增强所提供的操作。在双手快速反应任务中,当手柄与反应手在同一侧时,参与者往往反应更快。在第一个实验中,我们成功地在虚拟现实(VR)环境中复制了这种启示效应。在第二个实验中,我们发现启示效应受到化身的影响,化身由两种不同的手型操纵:1)能够抓住物体的完整手指跟踪的手模型,以及2)无法抓住物体的胶囊形-无指-手模型。我们发现,不到5分钟的适应化身,显着改变了启示的看法。与直觉相反,行动规划明显较短的手模型,是无法把握。可能,较少的行动可能性在处理时间上提供了优势。手柄的存在加快了手运动的开始,但由于正在进行的动作规划,减慢了动作完成。从多学科的角度对结果进行了研究,并讨论了VR应用的设计意义。

英文摘要:

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 minutes 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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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