Size Perception Bias and Reach-to-Grasp Kinematics: An Exploratory Study on the Virtual Hand With a Consumer Immersive Virtual-Reality Device

Size Perception Bias and Reach-to-Grasp Kinematics: An Exploratory Study on the Virtual Hand With a Consumer Immersive Virtual-Reality Device
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DOI:
10.3389/frvir.2021.712378
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发表时间:
2021-08-13
影响因子:
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通讯作者:
Itaguchi, Yoshihiro
Itaguchi, Yoshihiro
中科院分区:
其他
文献类型:
--
作者:
Itaguchi, Yoshihiro

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虽然研究越来越多地在虚拟环境中使用虚拟手和虚拟物体来调查各种心理现象的过程,但即使在最基本的感知和行动层面上,也有相互矛盾的发现。为了调和这种情况,本研究旨在1)使用严格的心理物理学方法评估虚拟手的大小感知偏差;2)提供各种虚拟效应器(仅整只手或指尖,有或没有目标物体的触觉反馈)的伸手-抓握运动的运动学特征的确凿和确凿的证据。实验是使用消费者沉浸式虚拟现实设备进行的。在大小判断任务中,参与者判断呈现的虚拟手或日常物品是否比记忆中的大。结果显示,虚拟手和物体的低估幅度相同(约5%),物体位置、视觉本体感觉一致性或短期控制虚拟手的经验没有影响。此外,实际手的大小与知觉偏差之间存在适度的正相关。对伸手到抓握运动的分析显示,与物理环境相比,虚拟环境的移动时间更长,最大抓握孔径(MGA)更大,但在没有触觉反馈的情况下进行抓握时,MGA没有变化。在所有虚拟现实条件下,无论虚拟效应器类型如何,MGA都出现在抓取运动的时间过程中。这些发现证实并证实了之前的证据,并可能有助于与虚拟世界交互的虚拟手界面领域。
While studies have increasingly used virtual hands and objects in virtual environments to investigate various processes of psychological phenomena, conflicting findings have been reported even at the most basic level of perception and action. To reconcile this situation, the present study aimed 1) to assess biases in size perception of a virtual hand using a strict psychophysical method and 2) to provide firm and conclusive evidence of the kinematic characteristics of reach-to-grasp movements with various virtual effectors (whole hand or fingertips only, with or without tactile feedback of a target object). Experiments were conducted using a consumer immersive virtual reality device. In a size judgment task, participants judged whether a presented virtual hand or an everyday object was larger than the remembered size. The results showed the same amplitude of underestimation (approximately 5%) for the virtual hand and the object, and no influence of object location, visuo-proprioceptive congruency, or short-term experience of controlling the virtual hand. Furthermore, there was a moderate positive correlation between actual hand size and perception bias. Analyses of reach-to-grasp movements revealed longer movement times and larger maximum grip aperture (MGA) for a virtual, as opposed to a physical, environment, but the MGA did not change when grasping was performed without tactile feedback. The MGA appeared earlier in the time course of grasping movements in all virtual reality conditions, regardless of the type of virtual effector. These findings confirm and corroborate previous evidence and may contribute to the field of virtual hand interfaces for interactions with virtual worlds.