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Objective

The continuous iteration of virtual reality (VR) technology has driven the digital transformation of education,and its application in physics experiment teaching has gradually become a research hotspot. However,existing consumer-grade VR devices are limited by their tracking nodes; they fail to realize natural and smooth full-body motion reconstruction,leading to insufficient user immersion,discontinuous interaction experiences,and even visual discomfort (e.g.,motion sickness caused by conflicts between visual and vestibular perceptions). These issues severely restrict the application of VR systems in high-demand immersive physics experiment scenarios that require precise interactions and strong sense of presence. This study aims to 1) address the technical bottlenecks of poor full-body motion reconstruction and low interaction fidelity in current VR-based physics experiments; 2) optimize the biomechanical rationality,motion naturalness,and interaction accuracy of virtual embodiments while achieving dynamic proportion calibration for users with different body types and consistency adjustment for cross-platform models; 3) explore the mechanism by which virtual embodied interaction influences user experience,realizing the synergistic optimization of immersive experience enhancement and physiological comfort (i.e.,reducing motion sickness); and 4) provide a theoretical basis and practical guidance for the future implementation of multiuser collaborative virtual embodied interaction in the field of immersive physics education.

Method

To achieve these objectives,this study proposes a virtual embodied motion-solving framework that integrates three core technologies: bone retargeting,inverse kinematics (IK),and data-driven motion matching. First,a hierarchical 3D human skeletal structure model is constructed. This model divides the human body into two biomechanically distinct subsystems,namely,spinal composite chains (pelvis-vertebrae-neck-head) and limb chains (upper limbs: shoulder-upper arm-lower arm-hand; lower limbs: pelvis-thigh-shank-foot),and adopts vertex skinning technology with blend shapes to avoid unnatural joint deformation caused by traditional linear blend skinning. For bone retargeting,a dual-calibration mechanism is designed. Global proportion calibration uses position data from head-mounted displays and hand controllers to calculate vertical and horizontal scaling factors; it adjusts the root joint position to match the user’s overall proportion while maintaining foot-ground contact. Local skeletal chain calibration adjusts the length of individual segments in five key chains (spinal chain,two arm chains,and two leg chains) while preserving internal length ratios to adapt to local body differences. For IK solving,a segmented strategy is adopted. An improved Gauss-Seidel algorithm (with joint angle constraints and multithreaded acceleration) is used for the head-spine composite chain to ensure stable convergence. A geometric analytical method with physiological limits (e.g.,elbow flexion 0°-150°) is applied to limb chains to avoid nonphysical phenomena,such as limb penetration. Meanwhile,a hybrid hand control scheme (integrating repositioning and motion correction) on the basis of the OpenXR skeleton system is implemented to ensure fine interaction accuracy. For data-driven motion matching,an animation database is built using an Xsens motion capture system; this database covers diverse gaits,speeds,and turning motions with key features,such as joint position and foot contact state. Real-time frame matching (via hierarchical indexing) and motion smoothing (via inertial interpolation) are realized to compensate for insufficient lower-limb tracking data. For evaluation,64 healthy college students from Beijing Normal University (31 males and 33 females aged 18-40,with no prior virtual embodiment experience) are stratified into an experimental group (using the improved virtual embodied interaction model) and a control group (using meta movement-based virtual embodiment) on the basis of scores from the visually induced motion sickness susceptibility questionnaire (VIMSSQ). The experiment is conducted on a hardware platform that has an Intel i7-12700F processor,NVIDIA RTX 3070 graphics card,and Meta Quest 3 HMD,and scenes are developed in Unity 2021.3.32f1c1 (frame rate > 90 frame/s to meet real-time requirements). Participants are asked to complete three basic tasks (i.e.,sitting on a chair,picking up a cup,button interaction with left/right hands) and a momentum-conservation physics experiment. Objective data (task completion time and completion rate) and subjective data (obtained via the embodiment questionnaire (EQ),igroup presence questionnaire (IPQ),and simulator sickness questionnaire (SSQ)) are collected and analyzed using MATLAB R2022b,Origin 2024b,and SPSS 27 (including independent samples t-test,Mann-Whitney U test,Pearson correlation,and multiple linear regression).

Result

Comprehensive experimental results verify the effectiveness of the proposed framework. In terms of quantitative task performance,Task 1 (sitting) has both groups achieve 100% completion rate,with similar average times (experimental group: 32.25 s; control group: 32.85 s). In Task 2 (cup picking),the experimental group has a shorter average time compared with the control group (30.78 s vs. 32.00 s) and a stable completion rate (90% vs. 95%). Task 3 (button interaction) reveals the experimental group’s advantage,especially in nondominant left-hand operations (average time: 36.45 s vs. 38.36 s; completion rate: 70% vs. 55%). In terms of subjective experience,the EQ results show that the experimental group has significantly high scores in agency (p = 0.003,Cohen’s d = 1.028) and self-location (p = 0.037,Cohen’s d = 1.272) but no significant difference in ownership. The IPQ results indicate that the experimental group scores significantly high in general presence (p = 0.032),involvement (p = 0.012),and overall immersion (p = 0.045). Multiple linear regression (R² = 0.543,p < 0.001) shows that the experimental group has low SSQ scores (β = -0.495,p < 0.001); the IPQ scores negatively predict motion sickness (β = -0.493,p = 0.017). The interaction terms (VIMSSQ × Group,β = -0.365,p = 0.024; IPQ × Group,β = -0.326,p = 0.026) confirm that the framework weakens the effect of motion sickness susceptibility and strengthens immersion’s mitigating effect on discomfort.

Conclusion

The proposed virtual embodied motion solving framework effectively addresses the technical limitations of current VR-based immersive physics experiments. By integrating bone retargeting,IK,and data-driven methods,it substantially enhances the biomechanical rationality (avoiding nonphysical phenomena,such as limb penetration),motion naturalness (via hierarchical skeletal modeling and inertial interpolation),and interaction accuracy (through hand optimization and local chain calibration) of virtual embodiments. The framework improves users’ embodiment sense (especially agency and self-location),immersion,and spatial motion perception and reduces visual discomfort via a dual-path mechanism (direct experience enhancement through improved presence; compensatory mitigation of motion sickness via strengthened immersion). Future research may focus on three directions: exploring high-precision and personalized virtual embodiment generation (e.g.,physics experiment-specific motion libraries driven by large models),integrating physical laws and environmental factors to enhance interaction authenticity,and optimizing real-time performance for multiuser collaborative scenarios. This technology has broad application prospects in advancing immersive physics education and promoting the popularization of high-quality VR-based experimental teaching.

, authors=Qifan Meng1, Yiran Zhang1, Hongwen Zhang1, Xiaoyan Hu1, Yanhong Luo2, *, authorsList=Qifan Meng, Yiran Zhang, Hongwen Zhang, Xiaoyan Hu, Yanhong Luo, authorCompany=null, correspAuthors=Yanhong Luo, authorNote=null, correspAuthorsNote=null, copyrightStatement=null, copyrightOwner=null, extLink=null, articleAbsUrl=null, sourceXml=null, magXml=null, pdfUrl=null, pdf=null, pdfFileSize=null, pdfExtLink=null, richHtmlUrl=null, mobilePdfUrl=null, reviewReport=null, pdfFirstPage=null, abstractGraph=null, abstractGraphContent=null, abstractVideo=null, citation=null, cebUrl=null, magXmlContent=null, mapNumber=null, fund=null), CN=ArticleExt(id=1322949864941826274, articleId=1322949861162758350, tenantId=1146029695717560320, journalId=1249024232475115590, language=CN, title=面向VR物理实验的虚拟具身交互技术研究, columnId=1322949861557022929, journalTitle=中国图象图形学报, columnName=虚拟现实与增强现实, runingTitle=null, highlight=null, articleAbstract=
目的

虚拟现实(virtual reality,VR)在物理实验教学中的应用日益广泛,但现有消费级设备受限于稀疏追踪节点,难以实现自然流畅的全身运动重建,导致用户交互体验不连贯且易引发视觉不适。为此,提出一种高保真的虚拟具身运动解算框架,以解决全身运动重构质量差及交互精度低的问题。

方法

提出结合骨骼重定向、逆向运动学和数据驱动的虚拟具身运动解算框架,为未来实现多用户协同的虚拟具身交互提供理论依据和实践指导。通过脊柱链和肢体链分离与手部调整方法,优化虚拟具身交互行为,有效提升虚拟具身的生物力学合理性、运动自然性和交互精度,实现其比例动态校准与跨平台模型一致性。

结果

在定量层面,实验组在“拾杯”任务中平均耗时更短(30.78 s vs 32.00 s);在“按钮”交互任务中优势更明显,尤其是左手操作耗时显著降低(36.45 s vs 38.36 s),完成率由55%提升至70%。在主观层面,实验组在具身感(代理感、自我定位)及空间临场感(参与感、总体沉浸)得分上均显著高于对照组。回归分析(R² = 0.543)进一步揭示了双路径机制:该方法不仅能直接提升交互体验,还能通过增强沉浸感显著减轻晕动症易感人群的视觉不适。

结论

该框架有效解决了现有技术局限,提升虚拟具身性能与用户体验,其双路径优化机制可推广至化学实验、工程模拟等需高精度交互的VR教育场景,在多用户协同沉浸式教学中应用前景广阔。

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骆岩红,通信作者,女,副教授,主要研究方向为虚拟现实与可视化。E-mail:

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骆岩红,通信作者,女,副教授,主要研究方向为虚拟现实与可视化。E-mail:

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((a) real scenario;(b) virtual scenario)

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维度编号参数配置
代理感AG1我觉得我可以移动虚拟身体。
AG2有时候我有一种感觉,我可以控制虚拟的身体。
所有权OW1我觉得虚拟的身体就是我的身体。
OW2我体验到虚拟身体的手臂是我自己一部分。
OW3我体验到虚拟身体的腿是我自己一部分。
OW4有时候我会觉得这个虚拟的身体属于我。
OW5我把这个虚拟的身体当做我自己来体验。
自我定位SE1我觉得自己好像在虚拟的身体里。
SE2我有一种感觉,我正站在与虚拟身体相同的位置。
), ArticleFig(id=1322949874894909725, tenantId=1146029695717560320, journalId=1249024232475115590, articleId=1322949861162758350, language=CN, label=表1, caption=

改编具身感问卷(EQ)

, figureFileSmall=null, figureFileBig=null, tableContent=
维度编号参数配置
代理感AG1我觉得我可以移动虚拟身体。
AG2有时候我有一种感觉,我可以控制虚拟的身体。
所有权OW1我觉得虚拟的身体就是我的身体。
OW2我体验到虚拟身体的手臂是我自己一部分。
OW3我体验到虚拟身体的腿是我自己一部分。
OW4有时候我会觉得这个虚拟的身体属于我。
OW5我把这个虚拟的身体当做我自己来体验。
自我定位SE1我觉得自己好像在虚拟的身体里。
SE2我有一种感觉,我正站在与虚拟身体相同的位置。
), ArticleFig(id=1322949874949435678, tenantId=1146029695717560320, journalId=1249024232475115590, articleId=1322949861162758350, language=EN, label=Table 2, caption=Analysis of task completion status, figureFileSmall=null, figureFileBig=null, tableContent=
任务完成时间/s完成率/%
实验组对照组实验组对照组
任务132.2532.85100100
任务230.7832.009095
任务3(右手)26.0527.799590
任务3(左手)36.4538.367055
), ArticleFig(id=1322949875121402143, tenantId=1146029695717560320, journalId=1249024232475115590, articleId=1322949861162758350, language=CN, label=表2, caption=

任务完成情况分析

, figureFileSmall=null, figureFileBig=null, tableContent=
任务完成时间/s完成率/%
实验组对照组实验组对照组
任务132.2532.85100100
任务230.7832.009095
任务3(右手)26.0527.799590
任务3(左手)36.4538.367055
), ArticleFig(id=1322949875184316704, tenantId=1146029695717560320, journalId=1249024232475115590, articleId=1322949861162758350, language=EN, label=Table 3, caption=Independent samples t-test of embodiment questionnaire, figureFileSmall=null, figureFileBig=null, tableContent=
维度F显著性(p)TCohen’s d
代理感10.370.0032.1081.028
所有权4.650.118-0.6791.746
自我定位2.550.0371.2011.272
总体3.980.0531.3720.891
), ArticleFig(id=1322949875276591393, tenantId=1146029695717560320, journalId=1249024232475115590, articleId=1322949861162758350, language=CN, label=表3, caption=

具身感问卷独立样本t检验

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维度F显著性(p)TCohen’s d
代理感10.370.0032.1081.028
所有权4.650.118-0.6791.746
自我定位2.550.0371.2011.272
总体3.980.0531.3720.891
), ArticleFig(id=1322949875343700258, tenantId=1146029695717560320, journalId=1249024232475115590, articleId=1322949861162758350, language=EN, label=Table 4, caption=Correlation coefficient table of the experimental group and the control group, figureFileSmall=null, figureFileBig=null, tableContent=
变量对组别皮尔逊相关系数 (r)显著性 (p)个案数 (N)
3×VIMSSQ总分和SSQ总分对照组0.843< 0.00132
实验组0.750< 0.00132
总体0.813< 0.00164
3×IPQ总分和SSQ总分对照组0.697< 0.00132
实验组0.797< 0.00132
总体0.754< 0.00164
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实验组与对照组的相关系数表

, figureFileSmall=null, figureFileBig=null, tableContent=
变量对组别皮尔逊相关系数 (r)显著性 (p)个案数 (N)
3×VIMSSQ总分和SSQ总分对照组0.843< 0.00132
实验组0.750< 0.00132
总体0.813< 0.00164
3×IPQ总分和SSQ总分对照组0.697< 0.00132
实验组0.797< 0.00132
总体0.754< 0.00164
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变量标准化系数 (β)t值p值共线性 (VIF)
分组-0.4955.972< 0.0013.835
VIMSSQ总分0.4873.889< 0.0011.992
IPQ总分-0.4932.4580.0173.395
VIMSSQ总分 × 分组-0.3652.1870.0241.201
IPQ总分 × 分组-0.326-2.1230.0263.636
), ArticleFig(id=1322949879210848549, tenantId=1146029695717560320, journalId=1249024232475115590, articleId=1322949861162758350, language=CN, label=表5, caption=

显著预测变量回归系数

, figureFileSmall=null, figureFileBig=null, tableContent=
变量标准化系数 (β)t值p值共线性 (VIF)
分组-0.4955.972< 0.0013.835
VIMSSQ总分0.4873.889< 0.0011.992
IPQ总分-0.4932.4580.0173.395
VIMSSQ总分 × 分组-0.3652.1870.0241.201
IPQ总分 × 分组-0.326-2.1230.0263.636
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面向VR物理实验的虚拟具身交互技术研究
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孟启帆 1 , 张怡冉 1 , 张鸿文 1 , 胡晓雁 1 , 骆岩红 2, *
中国图象图形学报 | 虚拟现实与增强现实 2026,31(7): 2674-2686
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中国图象图形学报 |虚拟现实与增强现实 2026 , 31 (7) : 2674 -2686
面向VR物理实验的虚拟具身交互技术研究
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孟启帆1 , 张怡冉1 , 张鸿文1 , 胡晓雁1 , 骆岩红2, *
作者信息
  • 1 北京师范大学人工智能学院,北京 100875
  • 2 西北民族大学电气工程学院,兰州 730124
通讯作者:
骆岩红
作者简介:

孟启帆,女,硕士研究生,主要研究方向为虚拟现实与可视化。E-mail:

张怡冉,女,硕士研究生,主要研究方向为虚拟现实与可视化。E-mail:

张鸿文,男,副教授,主要研究方向为人形智能体运动捕捉。E-mail:

胡晓雁,男,副教授,主要研究方向为虚拟人与数字人建模、重建、运动捕捉技术,逼真自然环境合成。E-mail:

骆岩红,通信作者,女,副教授,主要研究方向为虚拟现实与可视化。E-mail:

Virtual embodied interaction technology for virtual-reality physics experiments
Qifan Meng1 , Yiran Zhang1 , Hongwen Zhang1 , Xiaoyan Hu1 , Yanhong Luo2, *
Affiliations
  • 1 School of Artificial Intelligence,Beijing Normal University,Beijing 100875,China
  • 2 College of Electrical Engineering,Northwest Minzu University,Lanzhou 730124,China
出版时间: 2026-07-16 doi: 10.11834/jig.250425
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目的

虚拟现实(virtual reality,VR)在物理实验教学中的应用日益广泛,但现有消费级设备受限于稀疏追踪节点,难以实现自然流畅的全身运动重建,导致用户交互体验不连贯且易引发视觉不适。为此,提出一种高保真的虚拟具身运动解算框架,以解决全身运动重构质量差及交互精度低的问题。

方法

提出结合骨骼重定向、逆向运动学和数据驱动的虚拟具身运动解算框架,为未来实现多用户协同的虚拟具身交互提供理论依据和实践指导。通过脊柱链和肢体链分离与手部调整方法,优化虚拟具身交互行为,有效提升虚拟具身的生物力学合理性、运动自然性和交互精度,实现其比例动态校准与跨平台模型一致性。

结果

在定量层面,实验组在“拾杯”任务中平均耗时更短(30.78 s vs 32.00 s);在“按钮”交互任务中优势更明显,尤其是左手操作耗时显著降低(36.45 s vs 38.36 s),完成率由55%提升至70%。在主观层面,实验组在具身感(代理感、自我定位)及空间临场感(参与感、总体沉浸)得分上均显著高于对照组。回归分析(R² = 0.543)进一步揭示了双路径机制:该方法不仅能直接提升交互体验,还能通过增强沉浸感显著减轻晕动症易感人群的视觉不适。

结论

该框架有效解决了现有技术局限,提升虚拟具身性能与用户体验,其双路径优化机制可推广至化学实验、工程模拟等需高精度交互的VR教育场景,在多用户协同沉浸式教学中应用前景广阔。

虚拟现实 (VR)  /  虚拟具身生成  /  逆向运动学 (IK)  /  虚拟物理实验  /  用户体验
Objective

The continuous iteration of virtual reality (VR) technology has driven the digital transformation of education,and its application in physics experiment teaching has gradually become a research hotspot. However,existing consumer-grade VR devices are limited by their tracking nodes; they fail to realize natural and smooth full-body motion reconstruction,leading to insufficient user immersion,discontinuous interaction experiences,and even visual discomfort (e.g.,motion sickness caused by conflicts between visual and vestibular perceptions). These issues severely restrict the application of VR systems in high-demand immersive physics experiment scenarios that require precise interactions and strong sense of presence. This study aims to 1) address the technical bottlenecks of poor full-body motion reconstruction and low interaction fidelity in current VR-based physics experiments; 2) optimize the biomechanical rationality,motion naturalness,and interaction accuracy of virtual embodiments while achieving dynamic proportion calibration for users with different body types and consistency adjustment for cross-platform models; 3) explore the mechanism by which virtual embodied interaction influences user experience,realizing the synergistic optimization of immersive experience enhancement and physiological comfort (i.e.,reducing motion sickness); and 4) provide a theoretical basis and practical guidance for the future implementation of multiuser collaborative virtual embodied interaction in the field of immersive physics education.

Method

To achieve these objectives,this study proposes a virtual embodied motion-solving framework that integrates three core technologies: bone retargeting,inverse kinematics (IK),and data-driven motion matching. First,a hierarchical 3D human skeletal structure model is constructed. This model divides the human body into two biomechanically distinct subsystems,namely,spinal composite chains (pelvis-vertebrae-neck-head) and limb chains (upper limbs: shoulder-upper arm-lower arm-hand; lower limbs: pelvis-thigh-shank-foot),and adopts vertex skinning technology with blend shapes to avoid unnatural joint deformation caused by traditional linear blend skinning. For bone retargeting,a dual-calibration mechanism is designed. Global proportion calibration uses position data from head-mounted displays and hand controllers to calculate vertical and horizontal scaling factors; it adjusts the root joint position to match the user’s overall proportion while maintaining foot-ground contact. Local skeletal chain calibration adjusts the length of individual segments in five key chains (spinal chain,two arm chains,and two leg chains) while preserving internal length ratios to adapt to local body differences. For IK solving,a segmented strategy is adopted. An improved Gauss-Seidel algorithm (with joint angle constraints and multithreaded acceleration) is used for the head-spine composite chain to ensure stable convergence. A geometric analytical method with physiological limits (e.g.,elbow flexion 0°-150°) is applied to limb chains to avoid nonphysical phenomena,such as limb penetration. Meanwhile,a hybrid hand control scheme (integrating repositioning and motion correction) on the basis of the OpenXR skeleton system is implemented to ensure fine interaction accuracy. For data-driven motion matching,an animation database is built using an Xsens motion capture system; this database covers diverse gaits,speeds,and turning motions with key features,such as joint position and foot contact state. Real-time frame matching (via hierarchical indexing) and motion smoothing (via inertial interpolation) are realized to compensate for insufficient lower-limb tracking data. For evaluation,64 healthy college students from Beijing Normal University (31 males and 33 females aged 18-40,with no prior virtual embodiment experience) are stratified into an experimental group (using the improved virtual embodied interaction model) and a control group (using meta movement-based virtual embodiment) on the basis of scores from the visually induced motion sickness susceptibility questionnaire (VIMSSQ). The experiment is conducted on a hardware platform that has an Intel i7-12700F processor,NVIDIA RTX 3070 graphics card,and Meta Quest 3 HMD,and scenes are developed in Unity 2021.3.32f1c1 (frame rate > 90 frame/s to meet real-time requirements). Participants are asked to complete three basic tasks (i.e.,sitting on a chair,picking up a cup,button interaction with left/right hands) and a momentum-conservation physics experiment. Objective data (task completion time and completion rate) and subjective data (obtained via the embodiment questionnaire (EQ),igroup presence questionnaire (IPQ),and simulator sickness questionnaire (SSQ)) are collected and analyzed using MATLAB R2022b,Origin 2024b,and SPSS 27 (including independent samples t-test,Mann-Whitney U test,Pearson correlation,and multiple linear regression).

Result

Comprehensive experimental results verify the effectiveness of the proposed framework. In terms of quantitative task performance,Task 1 (sitting) has both groups achieve 100% completion rate,with similar average times (experimental group: 32.25 s; control group: 32.85 s). In Task 2 (cup picking),the experimental group has a shorter average time compared with the control group (30.78 s vs. 32.00 s) and a stable completion rate (90% vs. 95%). Task 3 (button interaction) reveals the experimental group’s advantage,especially in nondominant left-hand operations (average time: 36.45 s vs. 38.36 s; completion rate: 70% vs. 55%). In terms of subjective experience,the EQ results show that the experimental group has significantly high scores in agency (p = 0.003,Cohen’s d = 1.028) and self-location (p = 0.037,Cohen’s d = 1.272) but no significant difference in ownership. The IPQ results indicate that the experimental group scores significantly high in general presence (p = 0.032),involvement (p = 0.012),and overall immersion (p = 0.045). Multiple linear regression (R² = 0.543,p < 0.001) shows that the experimental group has low SSQ scores (β = -0.495,p < 0.001); the IPQ scores negatively predict motion sickness (β = -0.493,p = 0.017). The interaction terms (VIMSSQ × Group,β = -0.365,p = 0.024; IPQ × Group,β = -0.326,p = 0.026) confirm that the framework weakens the effect of motion sickness susceptibility and strengthens immersion’s mitigating effect on discomfort.

Conclusion

The proposed virtual embodied motion solving framework effectively addresses the technical limitations of current VR-based immersive physics experiments. By integrating bone retargeting,IK,and data-driven methods,it substantially enhances the biomechanical rationality (avoiding nonphysical phenomena,such as limb penetration),motion naturalness (via hierarchical skeletal modeling and inertial interpolation),and interaction accuracy (through hand optimization and local chain calibration) of virtual embodiments. The framework improves users’ embodiment sense (especially agency and self-location),immersion,and spatial motion perception and reduces visual discomfort via a dual-path mechanism (direct experience enhancement through improved presence; compensatory mitigation of motion sickness via strengthened immersion). Future research may focus on three directions: exploring high-precision and personalized virtual embodiment generation (e.g.,physics experiment-specific motion libraries driven by large models),integrating physical laws and environmental factors to enhance interaction authenticity,and optimizing real-time performance for multiuser collaborative scenarios. This technology has broad application prospects in advancing immersive physics education and promoting the popularization of high-quality VR-based experimental teaching.

virtual reality (VR)  /  virtual embodied generation  /  inverse kinematics (IK)  /  virtual physics experiment  /  user experience
孟启帆, 张怡冉, 张鸿文, 胡晓雁, 骆岩红. 面向VR物理实验的虚拟具身交互技术研究. 中国图象图形学报, 2026 , 31 (7) : 2674 -2686 . DOI: 10.11834/jig.250425
Qifan Meng, Yiran Zhang, Hongwen Zhang, Xiaoyan Hu, Yanhong Luo. Virtual embodied interaction technology for virtual-reality physics experiments[J]. Journal of Image and Graphics, 2026 , 31 (7) : 2674 -2686 . DOI: 10.11834/jig.250425
随着教育数字化转型的推进,虚拟现实(virtual reality,VR)技术在物理实验教学中逐渐普及,通过多感官交互环境显著提升了学习体验(Hu等,2021)。然而,现有的消费级VR设备(如Meta Quest系列)受限于硬件成本,通常仅提供头显与手柄的三点追踪数据。这种稀疏的输入导致系统难以重建自然流畅的全身运动,常表现为“悬浮手”或僵硬的肢体动作,削弱了用户对实验空间的掌控感,并易因视觉—前庭冲突引发晕动症 (张宇翔和任爽,2021;Conner等,2022)。
近年来,基于动作捕捉、逆向运动学(inverse kinematics,IK)解算等三维人体重建技术,通过高精度、低延迟和低计算复杂度的方式,虚拟现实系统能够获得目标人像在三维空间中的位置、方向和位移信息。这些技术通过定位、跟踪用户的全身运动并将其复制于虚拟具身,能够增加VR系统中用户的具身感和存在感(Caserman等,2022)。人机交互的连贯性和延迟度直接影响了用户的沉浸感体验(Yang等,2022;Zeng等,2022)。
相比于传统的VR物理实验环境,依靠悬浮控制器进行位置感知、移动控制及物体交互,虚拟具身技术具有三大优势:1)精准运动感知:通过全身轨迹实时映射,增强用户运动感知的自然性与控制精度;2)高保真交互:基于手部识别优化算法,提升对虚拟对象操作的灵活性与真实感;3)体验优化:增强具身感与沉浸感,并有效抑制晕动症,提升生理舒适度。
物理实验教学中,动量守恒定律是核心知识点之一,但传统实验现象瞬时性强,学生难以捕捉动量传递过程,无法可视化速度、动量等矢量变化,且实验参数固定,难以开展多变量探究。本研究聚焦该知识点,通过虚拟具身交互技术,构建可交互、可视化的动量守恒实验场景,解决学生空间感知不足、操作参与度低等教学问题。
目前,虚拟物理实验中的虚拟具身交互技术主要依赖数据驱动方法与基于物理约束的姿态估计模型,以提高姿态预测的准确性。然而,如何进一步优化实时虚拟具身生成和交互方法,使其在VR物理实验环境中的运动和交互行为保持连贯性与自然性,以及如何系统地评估虚拟具身生成与交互技术对用户体验(如沉浸感、交互自然性与任务完成效率等)的具体影响机制,仍需深入研究。
针对上述问题,本研究聚焦“动量守恒定律”VR物理实验环境中的虚拟具身生成与交互技术展开研究,提出结合骨骼重定向、逆向运动学和数据驱动的虚拟具身运动解算框架,如图1所示。
VR物理实验通过高精度交互与实时追踪技术,为用户营造身临其境的体验(Villada等,2025)。该环境利用高保真渲染与自然交互机制,真实模拟复杂科学现象,有效突破传统实验的时空限制(Ren等,2024)。学生可以在虚拟环境中观察常规实验室难以实现的实验过程,或开展高风险实验而无须担忧实际安全问题,从而为物理教学带来革命性变革。另外,高精度的定位与动作捕捉技术能够实现用户与虚拟实验对象之间自然、精准的交互,显著增强实验的沉浸感与教学成效。研究表明,该类系统通过有效简化复杂物理概念的表达,并以直观方式呈现其内在机理,从而加深学习者对相关知识的理解与掌握,满足物理学科核心素养发展的关键要求(郑娅峰,2024)。
尽管如此,当前虚拟实验系统仍存在若干不足,主要包括可用性限制、适应性较差以及专业性不高等问题(Hamilton等,2021)。在可用性方面,消费级虚拟现实设备在硬件性能与交互精度上的限制,可能影响整体使用体验;在适应性方面,用户在使用过程中往往缺乏明确的具身感,难以准确感知自身在虚拟环境中的位置与运动状态,进而削弱沉浸效果。此外,由于视觉与前庭感知系统间存在冲突,部分用户还可能出现晕动症等不适反应。
在虚拟现实系统中,具身(embodiment)指用户在虚拟环境中对自我身体存在的感知与行为控制能力,即能够“身临其境”,并通过身体动作自然地参与虚拟世界的交互活动(Genay等,2022)。虚拟具身不仅增强了用户的临场感与控制感,还显著提升了虚拟环境中的情感共鸣与认知参与,是提升用户沉浸感与交互真实性的关键(Döllinger等,2023)。具身感主要体现在身体感知、动作交互与情感沉浸3个层面:用户通过可视化具身建立自我存在感,依赖高精度追踪实现流畅操作,并将虚拟行为与自身经验联结。在虚拟实验教学中,这有助于学生更自然地操作实验器材并增强认知理解。
在VR物理实验环境中,虚拟具身交互的质量至关重要。研究表明,高保真虚拟具身的动作和交互表现需同时满足生物力学的合理性、与环境交互的一致性以及实时反馈的精确性(Chen等,2024)。其实现依赖于高保真建模与全身运动追踪等关键技术,主要可归纳为基于动作捕捉、运动学解算、数据驱动和深度学习网络的方法(Anvari和Park,2022)。
然而,目前主流消费级VR设备主要依赖头显和控制器进行头部和手部定位,仅基于稀疏传感数据进行重建(Bauer等,2021)。这种方案面临显著的技术限制:1)局限于上肢建模,下肢通常缺失或仅靠循环动画模拟;2)手部交互简化,无法准确定位和表征手部动作;3)未考虑生物运动学约束,易导致肢体穿模、足部滑动等非物理现象;4)缺乏对不同体型的个性化调整,导致虚拟形象与真实人体存在差异(Shimada等,2020)。这些限制导致虚拟具身缺乏生物力学特性,表现为关节角度异常、地面穿透和运动轨迹抖动等现象(Chen等,2024)。在物理实验场景中,这种不准确性严重削弱了临场感和操作反馈的真实性,因此亟需技术创新以提升虚拟具身建模的科学性与交互的物理真实性。
在虚拟现实系统中,高保真具身感的构建依赖于对人体运动的精确捕捉与实时重建技术。目前,实现虚拟具身驱动的主流技术主要归纳为3类:动作捕捉技术、逆向运动学方法以及数据驱动方法。
动作捕捉技术(motion capture technology,Mocap)是指使用光学、惯性或视觉设备采集人体运动数据,能够实现虚拟具身的高精度驱动(Caserman等,2020)。根据传感原理的不同,该技术主要分为3类:1)基于标记的光学系统,如Vicon,虽然能通过多目相机实现亚毫米级定位(Colyer等,2018),但存在设备昂贵、操作复杂等限制;2)基于惯性测量单元(inertial measurement unit,IMU)的系统,如Xsens,依托穿戴式传感器实现无遮挡全身捕捉,但易受磁干扰导致位姿漂移(Caserman等,2020);3)无标记视觉系统,如Kinect,利用深度学习从图像估计三维姿态(Kaufmann等,2021),虽然成本低,但受光照与运动模糊影响,存在延迟与遮挡问题(Charles,2016)。
以上技术各具技术特征与适用边界,在准确性、鲁棒性、延迟和复杂性方面各有特点(Caserman等,2020)。当前研究主要聚焦于多源数据融合(Elhayek等,2018)与时空特征建模(Luvizon等,2023)以提升定位精度。
IK指通过末端效应器位置反推关节角度,确保虚拟身体精准跟随用户动作(Aristidou等,2018)。主流求解策略包括:1)解析法。逆向雅可比方法(inverse-Jacobian method)是一种基于数值解析的方法。在简单骨骼链中效率优异,但难以处理多约束复杂系统(Kenwright,2022)。2)数值优化法。传统使用循环坐标下降法(cyclic coordinate descent,CCD)(Sun和Ye,2021),计算效率较高,但计算精度不佳;前向后向递推逆向运动学(forward and backward reaching inverse kinematics,FABRIK)算法(Aristidou和Lasenby,2011),能稳定求解复合骨链,但在高精度要求下易陷入局部最优且收敛稳定性劣化(Xu等,2023)。3)混合方法。SQP-FABRIK复合框架融合FABRIK算法与序列二次规划(sequential quadratic programming,SQP)的逆向运动学算法,结合FABRIK初值推导与序列二次规划(SQP)的二次收敛特性,在六点追踪下实现亚秒级高精度重建(Xu等,2023)。
目前,IKinema、FinalIK等六追踪器方案在延迟与重建准确性上优于光学系统(Oliva等,2022;Zeng等,2022)。然而,主流消费级VR设备仅提供头手三点追踪。由于缺乏下半身数据,现有IK方案普遍存在可行解空间受限问题,导致肢体穿模及动画不自然。
数据驱动方法(data-driven approach)依赖动捕数据库,通过匹配算法生成实时运动(Peng等,2023)。结合深度学习可训练模型预测特定场景的复杂姿态(Anvari和Park,2022)。尽管该方法运动多样性优势显著,但受限于数据规模与质量,且难以严格满足物理约束(Holden等,2020)。
本文使用符合人体运动学的层次化三维人体骨骼结构模型表征虚拟具身,以骨骼重定向、逆向运动学和数据驱动的方法为研究基础,生成更符合沉浸式环境中生物力学和物理运动学约束的虚拟具身实时运动与交互,满足虚拟实验系统的实时性要求。
本文构建了结合骨骼重定向、逆向运动学和数据驱动的实时解算框架,采用层次化三维骨骼模型表征虚拟具身,如图2所示。依据人体运动学,远端关节受近端关节物理控制(Hu等,2021),且躯干与肢体具有不同运动属性。为此,模型建立树状拓扑结构,利用齐次坐标变换矩阵基于父关节参照系解算子骨骼位姿(Hu等,2021)。进一步采用基于混合形状的顶点蒙皮技术,有效克服了传统线性混合蒙皮(linear blend skinning,LBS)导致的关节变形不自然问题,提供了更精确的骨架变形效果(Pavlakos等,2019)。
针对虚拟现实中用户形态差异(身高、体型等)及跨平台骨骼拓扑不一致导致的运动失真问题(如足底穿透、关节错位),本文提出一种基于层次化骨骼重定向的双重校准机制,以确保运动姿态的物理合理性与视觉自然性。
1)全局比例校准方法。建立基于解剖学关节点的比例校准模型,实现虚拟具身与真实用户的形态学匹配。
首先,通过头戴显示器(head-mounted display,HMD)与手部控制器采集用户姿态数据,关节位置向量分别表示为
TH,TL,TR
,地面坐标为
Tfz
。将具身垂直缩放因子
sh
和水平缩放因子
sw
定义为
sh=hshavsw=wswav
式中,
hav和wav
分别为用户在VR中的虚拟具身模型高度和宽度。
hs
和
ws
分别为垂直方向和水平方向的缩放比例,定义为
hs=THz-Tfzws=TRx,y-TLx,y
式中,
TH,TL,TR
表示关节位置向量,
Tfz
表示地面坐标。
其次,调整骨骼根节点的位置,确保其在垂直和水平方向上的缩放符合用户的身高和体宽,根节点校准位置
Tr'
通过对根节点按下式实施变换得到,具体为
Tr'=sw0000sh0Δz00sw00001Tr
式中,
Δz=Trz-sh⋅Tfz
表示垂直变化量,用于维持足部接触约束。
全局比例校准方法需聚焦于高度进行校准,根据用户身体的实际尺寸计算虚拟具身应用的缩放比例。例如,骨盆关节的变换值
Tp
在垂直方向上按照
hs
行缩放,在水平方向上按照
ws
行缩放,确保骨盆关节能正确地匹配用户的实际位置。该方法难以处理肢体局部比例差异,可能导致骨骼比例失调,可通过后续局部骨骼校准改善。
2)骨骼链局部校准方法。为解决全局校准难以适配局部肢体比例的局限,采用基于层次化结构的局部调整算法。将全身骨骼解耦为脊柱、双臂及双腿5条独立运动链。系统根据用户的实际四肢测量值,在保持链内各骨骼节段长度比例恒定的前提下,对各骨骼链进行拉伸或压缩适配。
综上所述,该双重校准机制在保留虚拟具身外观特征的同时,实现了对不同体型用户的高精度适配,有效消除了骨骼过度变形与运动失真,显著提升了沉浸式交互的解剖学合理性与兼容性。
基于层次化骨骼结构模型,将骨骼解构为脊柱复合链式系统与肢体运动链两个生物力学子系统,如图2所示。构建脊柱链和肢体链分离的逆向运动学框架解算虚拟具身运动,结合VR设备的手部追踪硬件优化手部交互模块,满足实时性需求。
头部—脊柱复合系统由盆骨—脊椎—颈部—头部链式结构组成,采用改进的高斯—塞德尔算法解算,利用相邻帧解的空间连贯性与分块迭代策略,有效克服了传统FABRIK算法在高精度场景下的收敛振荡问题。该方法将运动重建转化为多末端效应器约束下的阻尼最小二乘优化问题。
首先,定义末端效应器(如头部、手部)的目标位姿与当前位姿的误差向量
Δe
,表示为
Δe=et-ec
式中,
et
和
ec
分别表示期望末端效应器位姿和当前末端效应器位姿。
其次,雅可比矩阵用于构建关节角度与末端效应器位置间的线性关系。计算关节
j
的角度变化对末端位置产生的瞬时影响
∂e∂θj
,表示为
∂e∂θj=rj×et-pj
式中,
rj
为关节的旋转轴,
pj
为关节的位置。组合所有关节的贡献,构建全局雅可比矩阵
J∈R6m×n
,其中,
m
为末端效应器自由度数量(3个位置自由度和3个姿态自由度),
n
为关节数量。
再次,将脊柱链运动重建问题转化为阻尼最小二乘优化问题,计算优化目标
Δθ
的过程为
JTJ+δIΔθ=JTΔe
式中,
δ
为阻尼系数(通常取0.001),用于避免矩阵奇异,以增强数值稳定性和系统鲁棒性,
Δθ
尽可能逼近目标末端位置改变
Δe
所需的关节角度更新量。
最后,高斯—塞德尔算法采用分块迭代策略降低计算复杂度至
On
,通过关节角度约束函数保证生物力学合理性。具体而言,算法通过迭代计算雅可比矩阵,引入阻尼系数
Δθ
避免奇异,并使用clamp函数在每次迭代中限制关节角度在
θmin,θmax
范围内,直至误差收敛或达到最大迭代次数。
肢体骨骼系统由上肢链(肩部—上臂—下臂—手部)和下肢链(盆骨—大腿—小腿—脚部)构成的链式结构组成,其连接部分的双骨骼刚性关节模型可抽象为双链几何系统,如图3所示,各骨骼段长度分别为
d1
和
d2
(如上臂和下臂),坐标系中父关节固定于原点。
为实现末端效应器对目标坐标
X,Y
的精确追踪,采用空间几何解析法逆向求解关节旋转参数。基于余弦约束,构建关节方位角
θ1
、
θ2
及变化量
θΔ
的解算方程为
θΔ=arccosXLθ1=arccosd12+L2-d222d1L+θΔθ2=arccosd12+d22-L22d1d2
式中,
L=X2+Y2
为目标点与父关节的距离,
d1
和
d2
为骨骼段长度。
通过设置恒定骨骼长度和约束关节活动度实现生物力学约束:设置
d1
和
d2
为解剖学常量,确保肢体比例恒定。为保证生物力学合理性,引入生理约束条件
θ1∈0,π
,
θ2∈0,5π6
。此外,当目标点超出最大臂长(
L>d1+d2
)时,算法自动沿目标方向最大化伸展肢体,以确保系统的鲁棒性。
为解决下半身缺乏传感器输入而导致的逆运动学重建精度不足问题,使用数据驱动的运动匹配方法,实时生成自然且连贯的下半身动作。通过检索预先构建的动画数据库,根据用户当前的运动状态匹配出最符合预测的姿态序列。
动画数据库包含每一帧的关节位置、旋转信息、速度和足底接触状态等关键姿态特征。在实时运行中,系统每隔固定帧数提取一组特征向量作为查询依据,并融合当前的速度、位置和用户预期的运动方向,计算与之最接近的数据库帧作为目标姿态。
为了提高匹配效率和动作平滑性,采用分层索引结构加速搜索过程,并引入惯性插值方法平滑过渡姿态帧。同时,为减少动画过程中出现的不连续或突变现象,构建了包含速度平滑、方向优化及根关节位置校正等模块的综合修正机制,进一步提升虚拟具身运动的自然性与稳定性。其中方向平滑构建弹簧—阻尼模型优化方向更新过程(Kirmse,2004),以获取更平滑的过渡效果。计算预测方向
d^
微分方程形式为
d¨+kdd˙+kpd=kpd^
式中,
kp
为刚度系数(默认值8.0),
kd
为阻尼系数。
d
为预测方向向量,
d˙
表示
d
对时间的一阶导数(即方向变化速率),
d¨
表示
d
对时间的二阶导数(即方向变化的加速度)。
对比评估中对照组使用Meta Movement实现的虚拟具身,实验组使用基于本文方法的虚拟具身交互模型。为确保实验的公平性,两组在软硬件环境方面保持一致,统一通过Meta SDK获取传感器数据,以避免输入差异的干扰。
实验平台基于Intel i7-12700F、RTX 3070及Meta Quest 3搭建,利用Unity 2021.3.32f1c1与Meta XR SDK (v65)开发,运行帧率大于90帧/s以满足实时性需求。虚拟具身采用Ready Player Me标准化模型,统一设计男女形象以排除外观变量干扰。
本文设计并搭建评估虚拟具身交互的VR物理实验场景,如图4所示。物理实验场景用于探索动量守恒定律。实验主体为两个物块A、B和一个弹簧构成的系统,两个物块由弹簧两端进行连接。用户通过拉动后方的物块B来赋予其初速度,在弹簧的作用下系统进行周期性运动。
实验系统面板如图5所示。前方左侧面板调节时序物理量图像;右侧面板调节两物块的质量、弹簧劲度系数;后方面板左侧显示系统速度、动量和能量的实时图像,右侧显示对应公式,帮助学生理解记忆。交互过程包括:通过按钮预设实验参数;拉动物块启动周期性运动并观察瞬时矢量变化;利用旋钮控制时间轴的进退以定格分析特定物理状态;通过按键实现系统的暂停、恢复或重置。
实验招募64名北京师范大学学生(18~40岁),男女比例31∶33。所有参与者均符合以下筛选标准:无视力或听力障碍,裸眼视力不超过1 000度,惯用右手,实验期间生活作息规律健康,且无虚拟具身使用经验。参与者均为自愿参与,实验前已充分知情并了解相关注意事项,确保实验过程安全有序。
用户经1 min环境适应后,依次完成3项基础任务:1)步行入座(考察下肢运动);2)弯腰拾杯置物(考察全身协调);3)左右手交替按键(考察双手精细交互)。随后进入物理实验场景,用户需通过抓握(拉动弹簧振子)、按压(设置参数与重置)及捏合(旋转旋钮控制时间)3种典型手势完成实验流程。系统全程提供实时视听反馈,以检验用户在不同交互模式下的操作精度与协调能力。
评估实验的流程如图6所示。首先,在实验前完成视觉诱发晕动不适易感性问卷(visually induced motion sickness susceptibility questionnaire,VIMSSQ)前测,根据前测结果将实验对象分层均衡分组,确保实验组与对照组在各类易感性人群中的分布相近,从而避免样本偏差对实验结果造成影响;适应环境后依次完成测试与实验场景体验;最后,完成空间临场感问卷(igroup presence questionnaire,IPQ)、具身感问卷(embodiment questionnaire,EQ)与模拟器疾病问卷(simulator sickness questionnaire,SSQ)。数据采用SPSS 27等工具进行统计分析。
1)具身感。具身感(sense of embodiment,SoE)采用改编自Piryankova等人(2014)的EQ问卷,通过代理感、所有权与自我定位3个子维度,评估用户对虚拟身体的感知一致性与控制能力,如表1所示。
2)空间运动感。准确的空间运动感有助于减少或缓解晕动症的发生,并提升交互体验的自然性与整体舒适度(Kourtesis等,2023)。空间运动感通过任务完成时间与完成率等客观指标,综合评估用户在空间感知与交互控制方面的表现。
3)沉浸感与视觉不适。沉浸感与视觉不适在虚拟现实环境中存在复杂的相互作用关系。研究表明,沉浸感既可能是引发视觉不适的潜在风险因素,也可能在交互设计优化后,成为缓解晕动风险的重要路径因素(Conner等,2022)。
通过前测VIMSSQ、后测SSQ以及IPQ 3种主观问卷工具,对用户的晕动易感性、实际不适感及沉浸体验水平进行联合测量,系统探讨沉浸感与视觉不适之间的相关性,并进一步设计线性回归模型,如图7所示,通过检验各变量对因变量的独立贡献及交互效应,分析虚拟具身交互技术在其中的调节机制。
如表2所示,两组在简单坐立任务(任务1)中表现接近。在涉及全身运动的拾杯任务(任务2)中,实验组平均耗时缩短1.22 s,完成率保持在90%以上,显示出更优的全身协调性。在精细交互任务(任务3)中,实验组优势显著,尤其在非优势手(左手)操作上,耗时较对照组减少1.91 s,完成率由55%提升至70%。这表明虚拟具身交互技术显著提升了用户在多关节协调与非优势手操作中的交互效率与控制精度。
对具身感问卷(EQ)进行独立样本t检验,结果如表3所示。实验组在代理感(统计显著性水平p = 0.003,Cohen’s效应量d = 1.028)和自我定位(p = 0.037,d = 1.272)维度上的得分显著高于对照组,表明该技术有效增强了用户对虚拟身体的运动控制感与空间一致性。所有权维度差异未达显著水平,主要归因于两组使用了外观一致的虚拟形象,而本文方法侧重于优化运动交互而非视觉外观。
采用空间临场感问卷(IPQ)评估主观沉浸感,结果如图8所示。Mann-Whitney U检验表明,实验组在一般临场感(p = 0.032)、参与感(p = 0.012)及总体得分(p = 0.045)上均显著高于对照组,证实了自然流畅的具身交互能有效提升用户的心理沉浸水平。空间临场感与经验现实主义维度无显著差异,这主要归因于两组实验保持了完全一致的视听硬件配置与场景渲染质量。
在线性建模前进行Pearson相关性检验,结果如表4所示。VIMSSQ与SSQ总分在两组中均呈现强正相关(r > 0.75,p < 0.001),验证了易感性前测在预测晕动症程度方面的有效性。IPQ与SSQ亦表现出高度显著的相关性(p < 0.001)。此外,所有变量的方差膨胀因子(variance inflation factor,VIF)均小于5,表明变量间不存在严重多重共线性,适合进行多元线性回归分析。
构建多元线性回归模型(决定系数R2 = 0.543,p < 0.001)分析晕动症(SSQ总分)的影响机制,显著预测变量如表5所示。
1)主效应分析。分组变量显著负向预测SSQ(标准化回归系数
β
= -0.495, p < 0.001),表明实验组视觉不适程度显著低于对照组;IPQ总分呈显著负向预测(β = -0.493),证实沉浸感越强,晕动症越轻。
2)调节效应分析。交互项“VIMSSQ × 分组”显著(
β
= -0.365,p = 0.024),说明在实验组中,易感性对晕动症的正向预测作用被显著削弱;“IPQ × 分组”交互项亦显著,表明该技术增强了沉浸感对生理不适的缓解效果。
综上,实验组用户体验的提升源于双路径机制,其一为直接路径,虚拟具身交互技术的优化可通过增强具身感、沉浸感与空间运动感直接提升用户的交互体验;其二为补偿路径,虚拟具身交互技术在增强沉浸感的同时,有效抑制易感用户的晕动风险,降低视觉不适,实现体验提升与视觉舒适性的平衡。
本文聚焦VR物理实验,提出面向层次化三维人体骨骼模型的复合逆向运动学实时解算框架,优化虚拟具身运动质量和交互过程。通过骨骼重定向、逆运动学和数据驱动方法,有效提升了虚拟具身的生物力学合理性、运动自然性和交互精度,实现具身比例动态校准与跨平台模型一致性调节,满足实时性要求。结果验证其相较主流方法Meta Movement在提升具身感、沉浸感、空间运动感和降低视觉不适方面具有显著成效。同时创新地提出其影响用户体验的双路径机制。但仍有以下值得改进的方向:1)实验参与者为北京师范大学在校生(18~40岁),未覆盖高中阶段目标学生群体(16~18岁),青少年身体比例、认知特点与成人有一定差异,未来可进一步进行对应年龄段的评估实验。2)目前实验主要聚焦动量守恒定律,教学覆盖面较窄,未来可拓展多知识点VR实验场景库。3)结合物理规律和环境因素提升虚拟具身交互真实性。通过精准模拟真实人体关节的运动与力学规律,结合用户动作和反馈,为用户提供真实的感知体验,增强物理实验学习过程的沉浸感与互动性。4)当前实验主要针对用户交互体验开展,可进一步对性能进行分析。
此外,虚拟具身交互技术可有效推广至其他场景,如体育专项虚拟训练(构建跑步摆臂姿势、跳马空中姿态等),依托生物力学合理性校验机制规避肢体穿模等非物理现象,同时实时反馈运动过程中的动作偏差,解决传统训练中难以量化动作细节的局限。随着硬件和算法的不断进步,虚拟具身交互技术将在VR物理实验展现较好应用前景,未来可推广到多用户协同的虚拟具身交互。
  • 国家自然科学基金项目(62377004)
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doi: 10.11834/jig.250425
  • 接收时间:2025-09-19
  • 首发时间:2026-10-30
  • 出版时间:2026-07-16
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  • 收稿日期:2025-09-19
  • 修回日期:2025-12-09
基金
National Natural Science Foundation of China (62377004)
国家自然科学基金项目(62377004)
作者信息
    1 北京师范大学人工智能学院,北京 100875
    2 西北民族大学电气工程学院,兰州 730124

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鹅膏菌科Amanitaceae 2 11 5.26 鹅膏菌属 Amanita 10 4.78
小菇科 Mycenaceae 2 12 5.74 丝盖伞属 Inocybe 5 2.39
多孔菌科 Polyporaceae 8 14 6.70 蜡蘑属 Laccaria 5 2.39
红菇科 Russulaceae 3 23 11.00 小皮伞属 Marasmius 6 2.87
小菇属 Mycena 11 5.26
光柄菇属 Pluteus 5 2.39
红菇属 Russula 17 8.13
栓菌属 Trametes 5 2.39
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