Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the user and animate the arms to follow the controllers. Embodiment is higher when the self-avatar movements align correctly with the user. However, having a full-body self-avatar following the user's movements can be challenging due to the disparities between the virtual body and the user's body. This can lead to misalignments in the hand position that can be noticeable when interacting with virtual objects. In this work, we propose five different interaction modes to allow the user to interact with virtual objects despite the self-avatar and controller misalignment and study their influence on embodiment, proprioception, preference, and task performance. We modify aspects such as whether the virtual controllers are rendered, whether controllers are rendered in their real physical location or attached to the user's hand, and whether stretching the avatar arms to always reach the real controllers. We evaluate the interaction modes both quantitatively (performance metrics) and qualitatively (embodiment, proprioception, and user preference questionnaires). Our results show that the stretching arms solution, which provides body continuity and guarantees that the virtual hands or controllers are in the correct location, offers the best results in embodiment, user preference, proprioception, and performance. Also, rendering the controller does not have an effect on either embodiment or user preference.
翻译:沉浸式虚拟现实通常需要头戴式显示器来可视化环境,并借助手持控制器与虚拟对象进行交互。近年来,许多应用通过显示全身化身来代表用户,并驱动手臂跟随控制器运动。当自我化身的动作与用户正确对齐时,具身感会更强。然而,由于虚拟身体与用户身体之间存在差异,让全身自我化身完全跟随用户的动作可能具有挑战性。这可能导致手部位置出现错位,在与虚拟对象交互时可能被察觉。在本研究中,我们提出了五种不同的交互模式,使用户能够在自我化身与控制器存在错位的情况下仍能与虚拟对象交互,并研究了这些模式对具身感、本体感觉、用户偏好及任务表现的影响。我们调整了多个方面,包括是否渲染虚拟控制器、控制器是渲染在其真实物理位置还是附着在用户手上,以及是否拉伸化身手臂以始终触及真实控制器。我们通过定量(性能指标)和定性(具身感、本体感觉及用户偏好问卷)方法评估了这些交互模式。我们的研究结果表明,提供身体连续性并确保虚拟手或控制器处于正确位置的"拉伸手臂"方案,在具身感、用户偏好、本体感觉和性能方面均取得了最佳结果。此外,渲染控制器对具身感或用户偏好均无显著影响。