论文标题

建模用户 - 阿瓦塔(Avatar)运动不一致的明显性,以实现身体所有权干预意识

Modeling the Noticeability of User-Avatar Movement Inconsistency for Sense of Body Ownership Intervention

论文作者

Li, Zhipeng, Jiang, Yu, Zhu, Yihao, Chen, Ruijia, Wang, Ruolin, Wang, Yuntao, Yan, Yukang, Shi, Yuanchun

论文摘要

虚拟现实(VR)通常采用了反映用户运动的头像。维持用户 - 阿瓦塔尔运动的一致性为用户提供了身体所有权感,从而具有沉浸式体验。但是,打破这种一致性可以使新的相互作用功能,例如伪触觉反馈或输入增强,以牺牲沉浸感。我们建议在扩大不一致的情况下,量化用户注意运动不一致的可能性,该幅度幅度放大,旨在指导用户在VR中拥有物体所有权的干预。我们将角偏移量应用于阿凡达的肩膀和肘关节,并记录了用户是否通过一系列三个用户研究确定了不一致,并根据结果构建了统计模型。结果表明,运动不一致的明显性大致增加,随着偏移的扩大和两个关节的偏移对彼此的概率分布产生负面影响。利用该模型,我们实施了一种技术,该技术通过不可辨认的偏移来放大用户的ARM运动,然后评估具有不同参数(偏移强度,偏移分布)的实现。结果表明,具有中等水平和平衡分布的偏移量的技术可实现最佳的整体性能。最后,我们通过三个VR应用程序(包括中风康复,动作游戏和小部件安排)展示了模型在干预方面的可扩展性。

An avatar mirroring the user's movement is commonly adopted in Virtual Reality(VR). Maintaining the user-avatar movement consistency provides the user a sense of body ownership and thus an immersive experience. However, breaking this consistency can enable new interaction functionalities, such as pseudo haptic feedback or input augmentation, at the expense of immersion. We propose to quantify the probability of users noticing the movement inconsistency while the inconsistency amplitude is being enlarged, which aims to guide the intervention of the users' sense of body ownership in VR. We applied angular offsets to the avatar's shoulder and elbow joints and recorded whether the user identified the inconsistency through a series of three user studies and built a statistical model based on the results. Results show that the noticeability of movement inconsistency increases roughly quadratically with the enlargement of offsets and the offsets at two joints negatively affect the probability distributions of each other. Leveraging the model, we implemented a technique that amplifies the user's arm movements with unnoticeable offsets and then evaluated implementations with different parameters(offset strength, offset distribution). Results show that the technique with medium-level and balanced-distributed offsets achieves the best overall performance. Finally, we demonstrated our model's extendability in interventions in the sense of body ownership with three VR applications including stroke rehabilitation, action game and widget arrangement.

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