Walking with Virtual People: Evaluation of Locomotion Interfaces in Dynamic Environments

Walking with Virtual People: Evaluation of Locomotion Interfaces in Dynamic Environments
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DOI:
10.1109/tvcg.2017.2714665
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发表时间:
2018-07-01
影响因子:
5.2
通讯作者:
Pettre, Julien
Pettre, Julien
中科院分区:
计算机科学1区
文献类型:
--
作者:
Olivier, Anne-Helene;Bruneau, Julien;Pettre, Julien

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在虚拟环境中导航需要使用一些运动接口,特别是当环境的尺寸超过虚拟现实系统的尺寸时。运动界面在自我运动的感知或虚拟运动轨迹的形成中都会引起一些偏差。这些偏见主要是在静态环境的背景下进行评估,研究需要在用户与虚拟角色互动的人口密集环境的新背景下重新审视。我们专注于一个真实的参与者和一个虚拟角色之间的碰撞避免的情况下,并比较它与以前的研究真实的步行者。我们的研究结果表明,在现实中,未来碰撞的风险是准确地预测的参与者,但延迟。我们还表明,在VR中形成的碰撞避免轨迹有共同的属性与真实的,与一些定量的差异,避免距离。更一般地说,我们的评估表明,可靠的结果可以获得定性分析的小规模互动VR。我们讨论这些结果的角度来看,一个VR平台的大规模互动应用程序,如在人群中,其中真实的数据是很难收集。
Navigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters. We focus on a situation of collision avoidance between a real participant and a virtual character, and compared it to previous studies on real walkers. Our results show that, as in reality, the risk of future collision is accurately anticipated by participants, however with delay. We also show that collision avoidance trajectories formed in VR have common properties with real ones, with some quantitative differences in avoidance distances. More generally, our evaluation demonstrates that reliable results can be obtained for qualitative analysis of small scale interactions in VR. We discuss these results in the perspective of a VR platform for large scale interaction applications, such as in a crowd, for which real data are difficult to gather.