论文标题
欺骗身体欺骗思想:头像表示会影响虚拟现实中可用动作可能性的感知
Trick the Body Trick the Mind: Avatar representation affects the perception of available action possibilities in Virtual Reality
论文作者
论文摘要
在沉浸式虚拟现实(VR)中,您的大脑可以诱使您相信虚拟手是您的真实手。操纵身体的表示,即化身,是VR中创新交互式系统设计的潜在强大工具。在这项研究中,我们使用实验心理学方法研究了VR中的互动行为。众所周知,具有手柄的物体可以增强提供的动作。当手柄与双手速度响应任务的响应手相同时,参与者往往会更快地响应。在第一个实验中,我们在虚拟现实(VR)设置中成功复制了这种负担效果。在第二个实验中,我们证明了可承受的效果受化身的影响,阿凡达被两种不同的手工类型操纵:1)具有完全手指跟踪的手模型,以及能够掌握物体的全手指跟踪,2)胶囊形的胶囊形 - 无指的 - 无指的手工模型,无法掌握对象。我们发现,不到5分钟的适应化头像,显着改变了负担的感知。反直观的是,动作计划对无法掌握的手部模型明显短。可能,更少的动作可能性为处理时间提供了优势。手柄的存在加快了手动运动的启动,但由于持续的行动计划,速度减慢了动作的完成。从多学科的角度检查了结果,并讨论了VR应用的设计含义。
In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of innovative interactive systems in VR. In this study, we investigated interactive behavior in VR by using the methods of experimental psychology. Objects with handles are known to potentiate the afforded action. Participants tend to respond faster when the handle is on the same side as the responding hand in bi-manual speed response tasks. In the first experiment, we successfully replicated this affordance effect in a Virtual Reality (VR) setting. In the second experiment, we showed that the affordance effect was influenced by the avatar, which was manipulated by two different hand types: 1) hand models with full finger tracking that are able to grasp objects, and 2) capsule-shaped -- fingerless -- hand models that are not able to grasp objects. We found that less than 5 minutes of adaptation to an avatar, significantly altered the affordance perception. Counter intuitively, action planning was significantly shorter with the hand model that is not able to grasp. Possibly, fewer action possibilities provided an advantage in processing time. The presence of a handle speeded up the initiation of the hand movement but slowed down the action completion because of ongoing action planning. The results were examined from a multidisciplinary perspective and the design implications for VR applications were discussed.