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arXiv 2404.09147cs.HC
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评估触觉反馈、360°跑步机集成虚拟现实框架与长期训练对复杂搜索射击模拟中决策表现的效用

Evaluating the efficacy of haptic feedback, 360° treadmill-integrated Virtual Reality framework and longitudinal training on decision-making performance in a complex search-and-shoot simulation

Akash K Rao, Arnav Bhavsar, Shubhajit Roy Chowdhury, Sushil Chandra, Ramsingh Negi, Prakash Duraisamy, Varun Dutt

AI总结:

本研究针对VR额外感官模态对决策表现的影响研究空白,通过32名受试者的10天对照实验,发现集成触觉反馈与360°移动的VR训练可提升沉浸感等,但未显著改善决策表现,为多感官VR训练框架设计提供参考。

摘要:

虚拟现实(VR)已取得重大进展,为用户提供了多种与虚拟环境交互的方式。VR中的每种感官模态都能提供独特的输入与交互,提升用户的沉浸感与临场感。然而,触觉反馈、360°移动等额外感官模态对决策表现的提升潜力尚未得到充分研究。本研究针对这一空白,评估了集成触觉反馈与360°移动的VR框架,以及长期异质训练对复杂搜索射击模拟中决策表现的影响。研究招募了来自印度某国防模拟基地的32名参与者,随机分为两组:实验组(采用集成触觉反馈、360°移动的VR框架,搭配长期异质训练)与安慰剂对照组(采用无额外感官模态的长期异质VR训练)。实验为期10天。第1天,所有受试者完成一项高度还原真实世界要素/场景的搜索射击模拟任务。第2天至第9天,受试者接受异质训练,训练通过调整敌人的行为属性/人工智能设置不同的模拟复杂度等级。第10天,受试者重复完成第1天的搜索射击模拟任务。结果显示,与安慰剂对照组相比,实验组的临场感、沉浸感与参与度逐步提升,但两组在第10天的决策表现无显著差异。我们计划基于这些发现设计多感官VR训练框架,以提升参与度水平与决策表现。

英文摘要:

Virtual Reality (VR) has made significant strides, offering users a multitude of ways to interact with virtual environments. Each sensory modality in VR provides distinct inputs and interactions, enhancing the user's immersion and presence. However, the potential of additional sensory modalities, such as haptic feedback and 360° locomotion, to improve decision-making performance has not been thoroughly investigated. This study addresses this gap by evaluating the impact of a haptic feedback, 360° locomotion-integrated VR framework and longitudinal, heterogeneous training on decision-making performance in a complex search-and-shoot simulation. The study involved 32 participants from a defence simulation base in India, who were randomly divided into two groups: experimental (haptic feedback, 360° locomotion-integrated VR framework with longitudinal, heterogeneous training) and placebo control (longitudinal, heterogeneous VR training without extrasensory modalities). The experiment lasted 10 days. On Day 1, all subjects executed a search-and-shoot simulation closely replicating the elements/situations in the real world. From Day 2 to Day 9, the subjects underwent heterogeneous training, imparted by the design of various complexity levels in the simulation using changes in behavioral attributes/artificial intelligence of the enemies. On Day 10, they repeated the search-and-shoot simulation executed on Day 1. The results showed that the experimental group experienced a gradual increase in presence, immersion, and engagement compared to the placebo control group. However, there was no significant difference in decision-making performance between the two groups on day 10. We intend to use these findings to design multisensory VR training frameworks that enhance engagement levels and decision-making performance.

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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