Comparing Aimed Movements in the Real World and in Virtual Reality

被引:0
|
作者
Liu, Lei
van Liere, Robert
Nieuwenhuizen, Catharina
Martens, Jean-Bernard
机构
来源
IEEE VIRTUAL REALITY 2009, PROCEEDINGS | 2009年
关键词
PERFORMANCE; TASK;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The study of aimed movements has a long history, starting at least as far back as 1899 when Woodworth proposed a two-component model in which aimed movements are broken into an initial ballistic phase and an additional control phase. In this paper, we use Woodworth's model for experimentally comparing aimed movements in the real world with those in a virtual environment. Trajectories from real world movements have been collected and compared to trajectories of movements taken from a virtual environment. From this, we show that significant temporal differences arise in both the ballistic and control phases, but the difference is much larger in the control phase; users' improvement is relatively greater in the virtual world than in the real world. They progress more in ballistic phase in the real world, but more in correction phase in the virtual world. These results allow us to better understand the pointing tasks in virtual environments.
引用
收藏
页码:219 / 222
页数:4
相关论文
共 50 条
  • [31] Distance Estimation in Virtual Reality Is Affected by Both the Virtual and the Real-World Environments
    Zhang, Junjun
    Yang, Xiaoyan
    Jin, Zhenlan
    Li, Ling
    I-PERCEPTION, 2021, 12 (03):
  • [32] Reality of the virtual world
    Ings, Simon
    NEW SCIENTIST, 2015, 227 (3032) : 42 - 43
  • [33] Keep It Real: a Window to Real Reality in Virtual Reality
    Lin, Baihan
    PROCEEDINGS OF THE TWENTY-NINTH INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, 2020, : 5270 - 5272
  • [34] Virtual reality, real reactions?: Comparing consumers' perceptions and shopping orientation across physical and virtual-reality retail stores
    Pizzi, Gabriele
    Scarpi, Daniele
    Pichierri, Marco
    Vannucci, Virginia
    COMPUTERS IN HUMAN BEHAVIOR, 2019, 96 : 1 - 12
  • [35] Blending the real world and the virtual world: Exploring the role of flow in augmented reality experiences
    Barhorst, Jennifer Brannon
    McLean, Graeme
    Shah, Esta
    Mack, Rhonda
    JOURNAL OF BUSINESS RESEARCH, 2021, 122 : 423 - 436
  • [36] Vergence eye movements in virtual reality
    McAnally, Ken
    Grove, Philip
    Wallis, Guy
    DISPLAYS, 2024, 83
  • [37] VIRTUAL-REALITY - MOVEMENTS CENTRALITY
    BUNKER, LK
    QUEST, 1994, 46 (04) : 456 - 474
  • [38] Vergence eye movements in virtual reality
    McAnally, Ken
    Grove, Philip
    Wallis, Guy
    Displays, 2024, 83
  • [39] Investigating the Third Dimension for Authentication in Immersive Virtual Reality and in the Real World
    George, Ceenu
    Khamis, Mohamed
    Buschek, Daniel
    Hussmann, Heinrich
    2019 26TH IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR), 2019, : 277 - 285
  • [40] DreamWalker: Substituting Real-World Walking Experiences with a Virtual Reality
    Yang, Jackie
    Holz, Christian
    Ofek, Eyal
    Wilson, Andrew D.
    PROCEEDINGS OF THE 32ND ANNUAL ACM SYMPOSIUM ON USER INTERFACE SOFTWARE AND TECHNOLOGY (UIST 2019), 2019, : 1093 - 1107