CHS: Small: Investigating the Characteristics of User Representations and Long-Term Experiences in Personal Space Depth Perception in Virtual Reality
CHS:小:研究虚拟现实中个人空间深度感知的用户表征和长期体验的特征
基本信息
- 批准号:2007435
- 负责人:
- 金额:$ 49.9万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2020
- 资助国家:美国
- 起止时间:2020-08-01 至 2024-07-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
Distances to objects of interest in Virtual Reality (VR) are often systematically misperceived, and these perceived spatial distortions cause difficulties in the operators' ability to execute fine motor actions, increased errors in interaction and user frustration, thereby diminishing the effectiveness of task performance and psychomotor skills training in VR simulations, especially in applications such as simulated robot manipulations, flight and driving simulation, and surgical training and rehabilitation simulations. This project addresses the problem of depth perception in VR by examining: (a) how properties of the virtual self-representations or embodiment (also known as self-avatars) in VR affects depth perception in personal space, which is the region of space extending to the limits of the operator's reach; (b) how longitudinal or long-term experiences in VR influences or calibrates the effects of self-avatars on depth perception in personal space VR interactions. This research will directly address a grand challenge for engineering, as determined by the National Academy of Engineering, which is to enhance VR. The empirical data, measurement protocols, case studies and application guidelines derived from this project will substantially augment the much-needed body of knowledge in understanding the relationship between embodiment, visuo-motor recalibration to self-avatar properties, and depth perception in VR. The longitudinal research component will foster the exposure of undergraduate and graduate students to advanced VR development and the process of conducting rigorous user evaluation. The research and educational activities of the project will lead to enhanced consumer experiences in VR by improving user experience and usability of interactive applications for entertainment, psychomotor skills learning and rehabilitation. The project is among the first to thoroughly investigate visuo-motor recalibration to anthropomorphic and anthropometric properties of self-avatars on near-field or personal space depth perception in VR, and how their impact with calibration changes over time with increased VR experience. The specific goals of this project are: (1) Investigate the effects of the anthropomorphic and anthropometric properties of self-avatars on scaling depth perception, body ownership and perceived reach capabilities in VR. (2) Empirically evaluate to what extent self-avatar based interaction in VR calibrates users' depth perception, body ownership and body schema. (3) Investigate how the effects of self-avatars on calibration of depth perception varies over time in longitudinal exposures, as users gain more experience with the task and VR in general. (4) Integrate VR development, user study design, quantitative and qualitative research methods in undergraduate and graduate education. The empirical investigation of self-avatars in personal space VR interactions and data from longitudinal experiences will generate a rich set of guidelines and recommendations for VR developers, researchers and consumers in utilizing the project’s derived techniques, metrics and measurement protocols to enhance user performance and validate research findings. This project will also enable students to experience hands-on and at-home learning and experimentation of VR systems, gathering much needed data on how longitudinal experiences affect spatial perception and enabling students to develop a strong sense of what constitutes a good VR design.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
在虚拟现实中感兴趣的对象(VR)的距离通常是系统性的,这些空间扭曲会导致操作员执行精细运动动作的能力,互动中的错误增加和用户挫败感的能力,从而在任务绩效和SURIPS训练中的有效性以及诸如ROBOT训练的有效性,尤其是在仿真中训练,从而降低了操作的有效性,并降低模拟。该项目通过检查VR中的深度感知问题:(a)VR中虚拟自我代表或实施例(也称为自avatars)的特性如何影响个人空间中的深度感知,这是延伸到操作员范围限制的空间区域; (b)VR中的纵向或长期经验会影响或校准自幻想对个人空间VR相互作用深度感知的影响。这项研究将直接解决由国家工程学院确定的工程挑战,该挑战将增强VR。从该项目中得出的经验数据,测量方案,案例研究和应用指南将大大增加急需的知识体系,以理解实施例,视觉运动与自avatar特性之间的关系以及VR中的深度感知之间的关系。纵向研究组成部分将促进本科生和研究生的暴露于高级VR开发以及进行严格的用户评估的过程。该项目的研究和教育活动将通过改善用户体验和互动应用程序的娱乐,心理技能学习和康复的可用性,从而提高VR的消费者体验。该项目是最早彻底研究自avatars对拟人化和人体测量特性的Visuo-Motor重新校准的一个项目,自由态在VR中近场或个人空间深度感知以及它们在VR体验中随时间的影响随时间而变化。该项目的具体目标是:(1)研究自avatar的拟人化和人体测量特性对VR中缩放深度感知,身体所有权和感知到的能力的影响。 (2)经验评估VR中基于自动的互动在多大程度上校准了用户的深度感知,身体所有权和身体模式。 (3)研究自avatar对深度感知校准的影响如何随着时间的流逝而变化,因为用户在任务和VR一般情况下获得了更多的经验。 (4)在本科和研究生教育中整合VR开发,用户研究设计,定量和定性研究方法。自我avatars在个人空间VR交互中的经验投资以及纵向体验的数据将为VR开发人员,研究人员和消费者提供丰富的指南和建议,以利用该项目的派生技术,指标和测量协议,以增强用户性能和验证研究结果。该项目还将使学生能够体验实践和在家学习以及对VR系统的实验,收集急需的数据,了解纵向经历影响空间感知,并使学生能够强烈了解构成良好的VR设计的认识。该奖项反映了NSF的法定任务,反映了通过评估基金会的构成支持的诚实支持,并构成了基金会的影响。
项目成果
期刊论文数量(8)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Give Me a Hand: Improving the Effectiveness of Near-field Augmented Reality Interactions By Avatarizing Users' End Effectors
- DOI:10.1109/tvcg.2023.3247105
- 发表时间:2023-05-01
- 期刊:
- 影响因子:5.2
- 作者:Venkatakrishnan,Roshan;Venkatakrishnan,Rohith;Babu,Sabarish V.
- 通讯作者:Babu,Sabarish V.
How Virtual Hand Representations Affect the Perceptions of Dynamic Affordances in Virtual Reality
- DOI:10.1109/tvcg.2023.3247041
- 发表时间:2023-05-01
- 期刊:
- 影响因子:5.2
- 作者:Venkatakrishnan,Roshan;Venkatakrishnan,Rohith;Babu,Sabarish V. V.
- 通讯作者:Babu,Sabarish V. V.
Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments
通过身体和言语判断比较视觉现实主义对 VR 中尺寸感知的影响与现实世界观看的影响
- DOI:10.1109/tvcg.2023.3247109
- 发表时间:2023
- 期刊:
- 影响因子:5.2
- 作者:Wijayanto, Ignatius Alex;Babu, Sabarish V.;Pagano, Christopher C.;Chuang, Jung Hong
- 通讯作者:Chuang, Jung Hong
Empirical Evaluation of Calibration and Long-term Carryover Effects of Reverberation on Egocentric Auditory Depth Perception in VR
- DOI:10.1109/vr51125.2022.00042
- 发表时间:2022-03
- 期刊:
- 影响因子:0
- 作者:Wan-Yi Lin;Ying-Chu Wang;D. Wu;R. Venkatakrishnan;Roshan Venkatakrishnan;Elham Ebrahimi;C. Pagano;Sabarish V. Babu;Wen-Chieh Lin
- 通讯作者:Wan-Yi Lin;Ying-Chu Wang;D. Wu;R. Venkatakrishnan;Roshan Venkatakrishnan;Elham Ebrahimi;C. Pagano;Sabarish V. Babu;Wen-Chieh Lin
Gait Differences in the Real World and Virtual Reality: The Effect of Prior Virtual Reality Experience
- DOI:10.1109/ismar55827.2022.00080
- 发表时间:2022-10
- 期刊:
- 影响因子:0
- 作者:Moloud Nasiri;Reza Ghaiumy Anaraky;Sabarish V. Babu;Andrew C. Robb
- 通讯作者:Moloud Nasiri;Reza Ghaiumy Anaraky;Sabarish V. Babu;Andrew C. Robb
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