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Research And Application Of Virtual Interactive Space Layout Optimization Based On Distance Cognition

Posted on:2022-10-23Degree:MasterType:Thesis
Country:ChinaCandidate:Z Y ZhaoFull Text:PDF
GTID:2518306530482014Subject:Industrial design engineering
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With the continuous development of virtual reality technology,how to provide users with a more immersive,comfortable,interactive virtual interaction space has become a research hotspot of many scholars at home and abroad.Aiming at the problem of how to build a more immersive,interactive and imaginative virtual interactive space,this paper focuses on analyzing the differences of distance cognition between users in VR space and real space,studies the distance cognition characteristics of users in each dimension of VR space,and fits the constraint set of virtual interactive space from three dimensions of interaction mode,target distance and target size The corresponding spatial layout optimization and machine learning methods are used to construct the corresponding relationship between the target position and interactive position of each interactive control in VE,and the automatic layout model of virtual interactive space is created and verified by an application example(1)Research on distance cognition theory in VR spaceAiming at the problem of distance cognition in VR space,We have analyzed and summarized the relevant research at home and abroad,respectively from the process of distance cognition,visual cues,estimation means and reporting stage,and uses the methods of literature and quantitative analysis to summarize the characteristics of people's distance cognition under different conditions.The results show that:in VR space,users tend to underestimate their exocentric distance perception;although they underestimate their egocentric distance perception,they will not be affected to perform interactive tasks;in VR space and augmented reality space,users'distance judgment accuracy is only 80%and 84%of the actual distance,respectively.At the same time,the reasons of inaccuracy of user's distance cognition are discussed from the aspects of report method,computer graphics quality,stereoscopic display technology and user's VR experience.(2)Research on VR spatial cognition based on virtual reproduction behaviorIn order to study the cognitive mechanism of space size and space distance in virtual environment,a perceptual matching method based on virtual representation behavior was proposed.From the perspective of the reproducibility of virtual reality(VR)space to real space,the perception matching model of VR space and real space was constructed.A series experiments on VR spatial cognition were designed and carried out,and the cognitive tendency and cognitive deviation of people towards space size and space distance in virtual environment were analyzed.Through the space size cognition experiment,it was found that the cognition of height perception and width perception was basically the same as that in the real space with the standard cognitive deviation degrees of±1.9%and±1.4%respectively.However,in the cognition of depth perception,there was an underestimation of distance and a decline in judgment,and the standard cognitive deviation degree was about±3.4%.Through the egocentric distance cognition experiment,it was found that in VR space,the standard cognitive deviation degree of egocentric distance was±(0%?2.5%).In addition,people's cognition of distance in the contralateral direction was significantly better than that in the positive direction,and in the front and lower side direction,the distance cognition was more stable,with fluctuation amplitude less than 0.5%,but the cognition in the upper direction was unstable.Through the cognition experiment of the dimensional-distance relationship,it was found that adding the dimension reference could optimize the cognitive deviation in positive direction by about 1%.Meanwhile,the standard cognitive deviation degree could be reduced to±(0.5%?1.5%),which effectively improved people's ability to judge the spatial distance in VR space.(3)Prediction model of virtual interaction position based on distance cognitionAiming at the problem of the difference between the actual spatial position of the interactive target in the VR space and the virtual interactive position,a self-centered distance cognition experiment in the near-body space was designed and carried out.The experiment adopted a 2×5×9×5 repeated measurement design.Two interactive tasks,five interactive target widths,and nine spatial positions were set up to estimate the egocentric distance in the five close-body spaces.At the same time,through the collection of experimental data,the interactive task-J,target width-W,and the actual spatial position-Q_a of the interactive target are used as dependent variables,and the virtual interactive position Q_a's x_p,y_p,and z_p are used as dependent variables.Dependent variables,through multiple linear regression and stepwise regression methods to establish and compare the screening of prediction models,the final established prediction model shows a good fitting effect,and its correlation coefficients R~2 on x_p,y_p,and z_p are 0.994,0.999 and 0.998,the RMSE values were 2.583 cm,1.0774 cm,and1.3155 cm,respectively,and the r RMSE values were 26.57%,12.60%,and 1.15%,respectively.(4)Research and Application of Virtual Interactive Space Layout MethodIn order to improve the user experience and accuracy when users perform interactive tasks in the VR space,combined with the virtual interactive position prediction model,the constraint matrix of each control in the virtual interactive space is constructed,and the layout optimization model of the virtual interactive space is established.Relying on the VR personalized customization system for logistics sorting,build a virtual interactive space layout optimization experimental platform,carry out application examples and program verification,and analyze and compare the experimental results.It is found that the proposed virtual interactive space layout optimization method can improve user performance The efficiency of interactive tasks is about 21.1%.At the same time,the user's psychological,physical and time requirements have been well improved,and the user's error rate and frustration have also been reduced.Experimental results and prediction models can provide theoretical support and design guidance for VR space production and VR interactive design,and provide VR system developers with fast and effective virtual interactive space layout tools,thereby optimizing the user's interactive experience in the VR space to a certain extent...
Keywords/Search Tags:virtual reality, distance, cognition, egocentric distance, virtual interactive space, linear regression
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