期刊
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
卷 22, 期 5, 页码 1592-1604出版社
IEEE COMPUTER SOC
DOI: 10.1109/TVCG.2015.2440231
关键词
Virtual reality; 3D interaction; avatars; motion capture; perception; training systems
资金
- US National Science Foundation (NSF) [CNS-1305196]
- HSRI San Joaquin Valley eHealth Network seed grant - ATT
- Direct For Computer & Info Scie & Enginr
- Division Of Computer and Network Systems [1305196] Funding Source: National Science Foundation
Thanks to recent advances on motion capture devices and stereoscopic consumer displays, animated virtual characters can now realistically interact with users in a variety of applications. We investigate in this paper the effect of avatars, stereo vision and display size on task execution in immersive virtual environments. We report results obtained with three experiments in varied configurations that are commonly used in rehabilitation applications. The first experiment analyzes the accuracy of reaching tasks under different system configurations: with and without an avatar, with and without stereo vision, and employing a 2D desktop monitor versus a large multi-tile visualization display. The second experiment analyzes the use of avatars and user-perspective stereo vision on the ability to perceive and subsequently reproduce motions demonstrated by an autonomous virtual character. The third experiment evaluates the overall user experience with a complete immersive user interface for motion modeling by direct demonstration. Our experiments expose and quantify the benefits of using stereo vision and avatars, and show that the use of avatars improve the quality of produced motions and the resemblance of replicated msotions; however, direct interaction in user-perspective leads to tasks executed in less time and to targets more accurately reached. These and additional tradeoffs are important for the effective design of avatar-based training systems.
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