Assessing exertions: How an increased level of immersion unwittingly leads to more natural behavior

This paper utilizes muscle exertions as a means to affect and study the behavior of participants in a virtual environment. Participants performed a simple lifting task both physically using an actual weight and virtually. In the virtual environment participants were presented with two different type...

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Vydáno v:Proceedings of the IEEE Virtual Reality Annual International Symposium s. 107 - 108
Hlavní autoři: Ponto, Kevin, Chen, Karen, Tredinnick, Ross, Radwin, Robert G.
Médium: Konferenční příspěvek
Jazyk:angličtina
Vydáno: IEEE 01.03.2014
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ISSN:1087-8270
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Shrnutí:This paper utilizes muscle exertions as a means to affect and study the behavior of participants in a virtual environment. Participants performed a simple lifting task both physically using an actual weight and virtually. In the virtual environment participants were presented with two different types of virtual presentation methods, one in which the weights were shown as a 3D model in the Immersive Visuals scenario and one in which the weights were shown as a simple line in the bland scenario. In the virtual scenarios, the object is only lifted when the participant's muscle activity, measured by surface EMG, exceeds a calibrated minimum level as described in previous literature. We found that while participants were able to perceive the difference for various weights both physically and virtually, we found no significant differences in the perceived efforts between the presentation methods. However, while the participants subjectively indicated that their effort was the same for each of these presentation methods, we found significant differences in the muscle activity between the two virtual presentation methods. For all primary mover muscle groups and weights, the more immersive virtual presentation method led to exertions that were much more approximate to the exertions used for the physical weights.
ISSN:1087-8270
DOI:10.1109/VR.2014.6802074