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PLACES: Plasticity of perception in real and virtual spaces

PLACES: Plasticity of perception in real and virtual spaces
地点:真实和虚拟空间中感知的可塑性
批准号:
EP/X038521/1
负责人:
Szonya Durant
金额:
$7.58万
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --

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中文摘要
翻译
空间是物理和感知现实的基础,但物理和感知空间是不一样的。感知空间是由大脑创造的,由我们的身体与物理现实的感觉运动相互作用而形成。在数字化的未来,这两个空间被虚拟(VR)和扩展(XR)现实中体验到的新空间连接起来,因为这些新技术在工作,娱乐和社交互动中不断扩展。PLACES的第一个目的是了解虚拟环境中的感觉运动交互如何塑造感知空间,以及它如何与虚拟(VS)和真实的(RS)空间相互作用。其次,深入和改进的感知机制的知识是至关重要的未来发展的VR作为一个关键的数字技术为欧洲。为了为人们服务,VR和XR需要有效、舒适、透明和公平。这些目标只能通过以人为中心的方式理解和解释感知来实现。基于这些前提,PLACES的高度跨学科联盟追求五个关键目标:(1)使用尖端VR技术来推进对感觉运动感知和可塑性机制的科学知识;(2)使用我们对空间感知,凝视控制和感觉运动可塑性的理解来推进VR技术并增强VR的适用性;(3)预测VR中用户的动作意图,并将这些预测应用于高级用户界面中;(4)了解长期使用VR如何与真实的空间和虚拟空间中的感知和感觉运动状态相互作用;以及(5)将研究成果转化为视觉辅助和社交远程呈现的应用领域。实现这些目标将使欧盟成为感知研究及其在VR中应用的领导者。PLACES旨在探索感知科学及其应用的新领域,并对欧盟人民产生重大影响。
英文摘要
Space is fundamental to physical and perceptual reality, but physical and perceptual space are not the same. Perceptual space iscreated by the brain and plastically formed by the sensorimotor interactions of our body with physical reality. In the digital future,these two spaces are joined by novel spaces experienced in virtual (VR) and extended (XR) reality as these new technologies massivelyexpand in work, pleasure and social interaction. The first aim of PLACES is to understand how sensorimotor interactions in virtualenvironments shape perceptual space and how this interacts with virtual (VS) and real (RS) space. Secondly, deep and improvedknowledge of perceptual mechanisms is essential for the future development of VR as a key digital technology for Europe. To work forthe people, VR and XR need to be effective, comfortable, transparent and fair. These aims can only be reached by understanding andaccounting for perception in a human-centric manner. Based on these premises, the highly interdisciplinary consortium of PLACESpursues five key objectives: to (1) use cutting-edge VR technology to advance scientific knowledge of the mechanisms ofsensorimotor perception and plasticity; (2) use our understanding about spatial perception, gaze control and sensorimotor plasticityto advance VR technology and enhance VR applicability; (3) predict action intentions of users in VR and employ these predictions inadvanced user interfaces; (4) understand how long-term usage of VR interacts with perceptual and sensorimotor states in real spaceand in virtual space; and (5) translate research findings into applied fields in vision aids and social telepresence. Reaching theseobjectives will put the EU on the map as a leader in perception research and its application in VR. PLACES aims for new frontiers inperception science and its applications and for a significant impact on the people of the EU.
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