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題名:不連續虛擬現實空間中的再定向
書刊名:心理學報
作者:周希宛小昂杜頔康熊異雷黃蔚欣
作者(外文):Zhou, XiWan, Xiao-angDu, Di-kangXiong, Yi-leiHuang Wei-xin
出版日期:2016
卷期:2016(8)
頁次:924-932
主題關鍵詞:空間再定向不連續性虛擬現實ReorientationUncontinuityVirtual reality
原始連結:連回原系統網址new window
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虛擬空間的特點之一是具有不連續性,即在無連接型建筑單元的情況下各個單體間可直接通達的特性。本研究對人在不連續的虛擬空間中的再定向能力進行了探究,將人類空間再定向能力的研究從現實空間延伸到了虛擬空間,并研究了人在不同虛擬現實設備中的行為表現差異。結果表明,人在不連續的虛擬空間中能完成再定向任務,而虛擬空間中建筑單元的幾何信息對人在不連續虛擬空間中的再定向表現無顯著影響,但被試在桌面式虛擬現實中的成績顯著高于在頭盔式虛擬現實中的成績。這些結果表明了人對不連續的虛擬空間的適應性。
We propose that one of the significant characteristics of the virtual reality(VR) might be the so-called "uncontinuity." That is, VR users can go from one region of the virtual space directly to another region simply by switching the virtual scenes, regardless of whether there is a physical connection between these two regions or not. However, it remains unclear how well people are able to adapt to the uncontinuous visual space and stay oriented. Here we report a study designed to investigate whether the participants are able to perform a reorientation task in the uncontinuous virtual space. Considering the effect of immersion and the influence of the geometric information available in the virtual environment, we also examined how the participants’ reorientation performance might be influenced by the type of the VR and/or the shape of the virtual rooms. We used a 2(Type of VR: Head-Mounted-Display or desktop VR) × 2(Shape of Room: square or rectangle) between-participants design and conducted two experiments. There were three different experimental stages on each trial, including the exploration, disorientation, and reorientation stages. During the exploration stage, the participants virtually went through 2 to 4 disconnected rooms, while each room was named after a fruit. In each room, there was a box in each corner, and one box(target) was different from the other three boxes. The participants were asked to remember the location of the target before they left for the next room. This procedure was repeated until the participants arrived at the last room in which a fruit cue appeared. The participants were instructed to press a button upon seeing the fruit cue. Then they were suddenly placed in the room which was named after this fruit again, and therefore were disoriented. During the reorientation stage, the participants were asked to regain orientation and then to indicate at which corner the target was located in this room. Their choices of corners and reaction times were recorded and analyzed. The results revealed that the participants were able to perform the reorientation task in the uncontinuous virtual space, but their performance was not significantly correlated with their self-reported sense of direction. Surprisingly, they also showed better performance with the desktop VE than with the Head-Mounted-Display VE, though the shape of the room did not seem to matter. Taken together, the findings of the present study suggest that humans are able to perform the reorientation task in the uncontinuous virtual space, implying that humans can adapt to the uncontinuous virtual space and stay oriented in it. These findings shed light on a bright future of the implications of the Virtual Reality.
期刊論文
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