Let's have a walk in a virtual world: using Virtual Reality technologies to study the visual guidance of walking

让我们在虚拟世界中漫步:利用虚拟现实技术研究行走的视觉引导

基本信息

  • 批准号:
    ES/S011706/1
  • 负责人:
  • 金额:
    $ 11.91万
  • 依托单位:
  • 依托单位国家:
    英国
  • 项目类别:
    Fellowship
  • 财政年份:
    2018
  • 资助国家:
    英国
  • 起止时间:
    2018 至 无数据
  • 项目状态:
    已结题

项目摘要

The past a few years have witnessed a rapid increase in creative economy, especially driven by the explosive growth of the VR industry. Statistics show that the market value of VR in the UK is 46.4 million British pounds in 2016. By 2020, this number can increase to approximately 354.4 million. However, to realise such a rapid growth, one of the major hurdles faced by the VR industry is to create products (both in terms of hardware and content) that can bring natural, engaging, exciting and meaningful experience to the users. The challenges cannot be addressed solely by engineers. It requires an advanced understanding of the human mind and behaviours. Therefore, the development of VR technologies needs input from psychological research. On the other side, VR plays an increasingly important role in psychological research. The effect of VR on the user, be it perceptual, physiological, psychological or social, has started to form a new research area. More importantly, it brings novel experimental paradigms that help address new research questions and form new hypotheses. Many researchers have seen the potential of VR in research, and a market is forming to meet this need.In the coming years, therefore, the interaction between the VR industry and psychological research is anticipated to become one of the driving forces behind the creative economy. My research is a good example of such an interaction. I use VR techniques to investigate how people use visual information and memory to guide their walking, which is difficult to study using conventional methods. My findings will have important implications for making VR systems in which the user can experience locomoting in virtual reality more naturally and comfortably. During the fellowship, I will promote the impact of my research on the VR industry, strengthen my relationships with the industry and establish a link between the industry and academic research. To promote the impact of my work, I will engage with a range of different audiences. I will maximise the impact through publishing my papers at prestigious journals that have a wide range of readers. In addition, I will attend international conferences on visual sciences (VSS, https://www.visionsciences.org) and VR research (IEEE VR, http://ieeevr.org) so that my work can be seen by people working in VR industries and academic research relating to VR. My connection with the creative industry will be strengthened through an internship. I will carry out a small project through which I will learn about the cutting-edge VR techniques and build networks with VR experts. More importantly, I will take the opportunity to learn about the business side of the creative economy, which will be of great benefit when I develop new VR tools for research and application purposes.To establish a link between the VR industry and academic research, I will organise a one-day workshop to bring together local researchers from different disciplines (e.g., Psychology, Computer Science, Engineering, Architecture and Social Science) who are interested in VR, and experts who work in the VR industry. A section will be arranged to encourage discussions between the researchers and VR experts about potential collaborations. The multidisciplinary networks built during the workshop will provide a strong collaboration basis for my future career at the interface between innovation in creative industries and academic research.
在过去的几年里,创意经济迅速增长,特别是在VR行业爆炸式增长的推动下。统计数据显示,2016年VR在英国的市场价值为4640万英镑。到2020年,这一数字可能增加到约3.544亿。然而,要实现如此快速的增长,VR行业面临的主要障碍之一是创造能够为用户带来自然,引人入胜,令人兴奋和有意义的体验的产品(无论是硬件还是内容)。这些挑战不能仅仅由工程师来解决。它需要对人类思想和行为的深入了解。因此,VR技术的发展需要心理学研究的投入。另一方面,VR在心理学研究中发挥着越来越重要的作用。VR对用户的影响,无论是感知,生理,心理还是社会,已经开始形成一个新的研究领域。更重要的是,它带来了新的实验范式,有助于解决新的研究问题和形成新的假设。许多研究人员已经看到了VR在研究领域的潜力,并正在形成一个市场来满足这一需求。因此,在未来几年,VR产业与心理学研究之间的互动有望成为创意经济的驱动力之一。我的研究就是这种互动的一个很好的例子。我使用VR技术来研究人们如何使用视觉信息和记忆来指导他们的行走,这是使用传统方法难以研究的。我的发现将对制造VR系统具有重要意义,在VR系统中,用户可以更自然、更舒适地体验虚拟现实中的移动。在研究期间,我将宣传我的研究对VR行业的影响,加强我与行业的关系,并在行业和学术研究之间建立联系。为了提高我的工作的影响力,我将与一系列不同的受众接触。我将通过在拥有广泛读者的知名期刊上发表论文来最大限度地发挥影响力。此外,我将参加视觉科学(VSS,https://www.visionsciences.org)和VR研究(IEEE VR,http://ieeevr.org)的国际会议,以便VR行业和VR相关学术研究人员可以看到我的工作。我与创意产业的联系将通过实习得到加强。我将开展一个小项目,通过这个项目,我将学习最前沿的VR技术,并与VR专家建立联系。更重要的是,我会借此机会了解创意经济的商业层面,这对我开发新的虚拟现实工具作研究和应用用途大有帮助。为了建立虚拟现实产业与学术研究之间的联系,我将举办为期一天的工作坊,邀请本地不同学科的研究人员(例如:心理学、计算机科学、工程学、建筑学和社会科学)以及在VR行业工作的专家。将安排一个部分来鼓励研究人员和VR专家之间关于潜在合作的讨论。在研讨会期间建立的多学科网络将为我未来的职业生涯提供一个强大的合作基础,在创意产业创新和学术研究之间的接口。

项目成果

期刊论文数量(3)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Neither the richness of optic flow, nor the precision of heading judgements, predicts walking trajectories
光流的丰富性和航向判断的精确性都无法预测行走轨迹
  • DOI:
    10.31234/osf.io/vxw72
  • 发表时间:
    2019
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Cen D
  • 通讯作者:
    Cen D
Anticipation of novel environments enhances memory for incidental information
对新环境的预期增强了对附带信息的记忆
  • DOI:
    10.31234/osf.io/h69es
  • 发表时间:
    2020
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Cen D
  • 通讯作者:
    Cen D
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