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Perceiving affordances in virtual reality: Influence of person ... - GMRV

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the perception <strong>of</strong> gap cross<strong>in</strong>g capability. Consequently, these studies <strong>in</strong>dicate<br />

that the use <strong>of</strong> postural zones <strong>in</strong> our experiment may have modified the <strong>person</strong>’s<br />

emotional state (i.e., anxiety or vertigo) which <strong>in</strong> turn affected the perception <strong>of</strong><br />

<strong>affordances</strong> for stand<strong>in</strong>g on the surface. Hence, we can suppose that the lower<br />

perceptual boundary observed <strong>in</strong> the High zone condition <strong>in</strong> comparison to the<br />

one <strong>in</strong> the Low zone condition could be expla<strong>in</strong>ed by the fact that more anxiety<br />

was felt <strong>in</strong> the High zone condition than <strong>in</strong> the Low zone condition. Future<br />

research could <strong>in</strong>vestigate this po<strong>in</strong>t by us<strong>in</strong>g physiological measures and an<br />

“anxiety thermometer” (see Houtman and Bakker 1989) dur<strong>in</strong>g the experiment.<br />

Regard<strong>in</strong>g the practical implications <strong>of</strong> our study, the results suggest various<br />

applications. People with motor impairments or balance disorders might improve<br />

their postural ability with specific activities <strong>in</strong> VR where they are confronted to<br />

different <strong>affordances</strong>. On the other hand, other practical implications would be<br />

<strong>in</strong> the context <strong>of</strong> urban projects, where the immersion <strong>in</strong> the 3D representations<br />

<strong>of</strong> build<strong>in</strong>gs would allow to localize the uncomfortable <strong>affordances</strong>. The results<br />

observed <strong>in</strong> the present work call for additional <strong>in</strong>vestigations devoted to evaluate<br />

the perception <strong>of</strong> different <strong>affordances</strong> <strong>in</strong> VR (walk<strong>in</strong>g up slopes, stair climb<strong>in</strong>g,<br />

gap cross<strong>in</strong>g, and object reach<strong>in</strong>g). It would also be <strong>in</strong>terest<strong>in</strong>g to conduct these<br />

<strong>in</strong>vestigations by consider<strong>in</strong>g different perceptual modalities (vision, haptic and<br />

audition) and their <strong>in</strong>teractions.<br />

Conclusion<br />

The aim <strong>of</strong> this work was to evaluate the perception <strong>of</strong> <strong>affordances</strong> <strong>in</strong> VR tak<strong>in</strong>g<br />

as an example stand<strong>in</strong>g on a slanted surface. Therefore, we have conducted<br />

different experiments where participants judged whether a <strong>virtual</strong> slanted surface<br />

supports upright stance. Results <strong>in</strong>dicated that the perception <strong>of</strong> <strong>affordances</strong><br />

for stand<strong>in</strong>g on a slanted surface <strong>in</strong> VR is possible and comparable (with an<br />

underestimation) to previous studies conducted <strong>in</strong> real environments. Participants<br />

were also able to differentiate visually a low-friction texture (Ice) from a highfriction<br />

texture (Wooden) and to use this <strong>virtual</strong> <strong>in</strong>formation about friction <strong>in</strong><br />

the perception <strong>of</strong> <strong>affordances</strong> for stand<strong>in</strong>g on a slanted surface. F<strong>in</strong>ally, our<br />

study <strong>in</strong>dicated that the <strong>person</strong>’s position is an important factor <strong>in</strong>volved <strong>in</strong> the<br />

perception <strong>of</strong> <strong>affordances</strong> for stand<strong>in</strong>g on a slanted surface <strong>in</strong> VR. Taken together<br />

our results show quantitatively that the perception <strong>of</strong> <strong>affordances</strong> can be effective<br />

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