弯曲空间虚拟现实游戏中的身体连贯性
Body coherence in curved-space virtual reality games
摘要:
弯曲空间的虚拟现实模拟在作为游戏呈现时是最有效和最有趣的(例如,弯曲空间台球),因此用户不仅可以在弯曲空间中看到一些东西,还可以在那里做一些有趣的事情。然而,这样的模拟遇到了一个几何问题:它们必须跟踪玩家的手以及她的头,在弯曲的空间中,完整性的影响将很快导致违反“身体相干性”。也就是说,玩家用眼睛看到的与她用手感觉到的不一致。这篇文章提出了一个解决方案,以解决身体连贯性问题,以及在弯曲空间中的交互式VR模拟中出现的其他几个问题(弧度与米,投影变换的可视化,本地居民视图与游客视图,以及弯曲空间的心理模型)。
英文摘要:
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do there. However, such simulations encounter a geometrical problem: they must track the player's hands as well as her head, and in curved space the effects of holonomy would quickly lead to violations of "body coherence". That is, what the player sees with her eyes would disagree with what she feels with her hands. This article presents a solution to the body coherence problem, as well as several other questions that arise in interactive VR simulations in curved space (radians vs. meters, visualization of the projection transformation, native-inhabitant view vs. tourist view, and mental models of curved space).
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。