论文标题
基于倾斜的沉浸式机器人的控制
Leaning-Based Control of an Immersive-Telepresence Robot
论文作者
论文摘要
在本文中,我们介绍了基于差异驱动器快照机器人的基于倾斜的控制和模拟中的用户研究的实现,其目的是将相同的功能带入真正的远程机器人。参与者使用平衡板来控制机器人,并通过头部安装的显示器查看了虚拟环境。使用平衡板作为控制装置的主要动机源于虚拟现实(VR)疾病;即使是您自己的身体与屏幕上看到的动作相匹配的小动作,也会减少视力和前庭器官之间的感觉冲突,这是大多数关于VR疾病发作的理论的核心。为了检验平衡委员会作为控制方法的假设比使用操纵杆要小的令人恶心,我们设计了一项用户研究(n = 32,15女性),在该方法中,参与者在虚拟环境中使用Nintendo Wii Balance Balance Boarks或Coysticks在虚拟环境中驾驶模拟的差速器机器人。但是,我们的预注册的主要假设不得到支持。操纵杆并没有使参与者引起更多的VR疾病,而委员会在统计学上的主观和客观性上都更加难以使用。分析开放式问题表明这些结果可能是相关的,这意味着使用的困难似乎会影响疾病。即使在测试前的无限训练时间也没有使使用像熟悉的操纵杆那么容易。因此,使董事会更易于使用是启用其潜力的关键。我们为这个目标提供了一些可能性。
In this paper, we present an implementation of a leaning-based control of a differential drive telepresence robot and a user study in simulation, with the goal of bringing the same functionality to a real telepresence robot. The participants used a balance board to control the robot and viewed the virtual environment through a head-mounted display. The main motivation for using a balance board as the control device stems from Virtual Reality (VR) sickness; even small movements of your own body matching the motions seen on the screen decrease the sensory conflict between vision and vestibular organs, which lies at the heart of most theories regarding the onset of VR sickness. To test the hypothesis that the balance board as a control method would be less sickening than using joysticks, we designed a user study (N=32, 15 women) in which the participants drove a simulated differential drive robot in a virtual environment with either a Nintendo Wii Balance Board or joysticks. However, our pre-registered main hypotheses were not supported; the joystick did not cause any more VR sickness on the participants than the balance board, and the board proved to be statistically significantly more difficult to use, both subjectively and objectively. Analyzing the open-ended questions revealed these results to be likely connected, meaning that the difficulty of use seemed to affect sickness; even unlimited training time before the test did not make the use as easy as the familiar joystick. Thus, making the board easier to use is a key to enable its potential; we present a few possibilities towards this goal.