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1.
Artigo em Inglês | MEDLINE | ID: mdl-37440385

RESUMO

During mid-air interactions, common approaches (such as the god-object method) typically rely on visually constraining the user's avatar to avoid visual interpenetrations with the virtual environment in the absence of kinesthetic feedback. This paper explores two methods which influence how the position mismatch (positional offset) between users' real and virtual hands is recovered when releasing the contact with virtual objects. The first method (sticky) constrains the user's virtual hand until the mismatch is recovered, while the second method (unsticky) employs an adaptive offset recovery method. In the first study, we explored the effect of positional offset and of motion alteration on users' behavioral adjustments and users' perception. In a second study, we evaluated variations in the sense of embodiment and the preference between the two control laws. Overall, both methods presented similar results in terms of performance and accuracy, yet, positional offsets strongly impacted motion profiles and users' performance. Both methods also resulted in comparable levels of embodiment. Finally, participants usually expressed strong preferences toward one of the two methods, but these choices were individual-specific and did not appear to be correlated solely with characteristics external to the individuals. Taken together, these results highlight the relevance of exploring the customization of motion control algorithms for avatars.

2.
Front Psychol ; 13: 902043, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36248589

RESUMO

It has been reported that behavior of experts and novices in various sporting tasks is impervious to the introduction of blur. However, studies have used diverse methods of blurring the visual stimulus (i.e., dioptric blur and Gaussian blur), and tasks that did not always preserve the normal perception-action coupling. In the current study, we developed a novel experimental protocol to examine the effect of different levels of Gaussian blur on interception performance and eye gaze data using an immersive VR task. Importantly, this provided a realistic simulation of a real-world boxing scenario (e.g., the presence of a feint prior to the onset of different combinations of punches) in which expert combat athletes (n = 18) experienced a first-person, adaptive viewpoint of the visual environment, which could be blurred according to their gaze location (central blur, peripheral blur, no blur). We found that participants exhibited similar interception performance in the presence of central blur or peripheral blur compared to a control condition with no blur. However, interception performance was significantly better with a central blur compared to peripheral blur. Eye gaze data indicated that although participants fixated at similar areas of interest irrespective of the presence of blur, fixation duration was significantly longer with a strong level of blur in the peripheral viewing condition than all levels of central blur and the control condition. These findings can be explained by relocating attention to different areas of the environment, which thereby influenced the perception of salient information. Participants also performed better on the first punch of a sequence preceded by a foot feint compared to arm feint or no feint. Still, irrespective of feint type, performance was significantly better on the second and third punch compared to the first punch. These findings are consistent with participants using additional information from the opponent's body movements and situational probabilities to increase performance as the sequence of punches developed. Overall, these are the first evidence for the use of VR as a means to examine gaze-contingent manipulations of the environment, and hence highlight the potential for facilitating learning and transfer to a real sporting situations.

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