虚拟现实徒手三维旋转中的运动增益控制性能与前臂负担研究进展
Motion Gain Control Performance and Forearm Burden in VR Bare-Hand 3D Rotation: A Review
摘要: 在虚拟现实环境中,徒手三维旋转可能因交互时间、动作方式和控制要求导致用户疲劳与任务绩效下降。运动增益通过改变真实动作与虚拟物体运动的对应关系,为减少操作幅度提供了方法;但动作减少是否意味着身体负担降低,不能由完成时间或主观偏好直接判断。本文采用主题驱动的叙述性研究进展综述,围绕三维旋转、空中手势和前臂表面肌电,综合运动映射、精细操作、伪触觉、上肢疲劳模型及肌电输入研究。研究表明,非一比一映射可以提高特定任务的运动效率,却可能增加末端修正,并改变控制感与物体重量感;这种权衡受旋转轴、姿势、操作阶段、输入设备和追踪质量共同影响。肌电幅值、累计肌电暴露、局部用力和持续疲劳反映不同现象,不宜相互替代。现有证据尚不能直接回答:在任务目标与身体约束一致时,不同旋转轴是否需要不同增益,以及精度变化是否伴随局部肌电暴露的改变。基于这一缺口,本文构建连接任务与约束、增益策略、动作与控制表现、生理负担与体验以及测量效度的分析框架,提出三项可检验假说,并形成面向坐姿三维模型检查与编辑的设计检查清单。
Abstract: In virtual reality environments, bare-hand 3D rotation may lead to user fatigue and decreased task performance due to interaction duration, motion methods, and control demands. Motion gain offers a method to reduce operational amplitude by altering the correspondence between real-world movements and virtual object motion; however, whether this reduction in movement translates to reduced physical burden cannot be directly inferred from completion time or subjective preference alone. Adopting a topic-driven narrative review approach, this paper synthesizes research on 3D rotation, mid-air gestures, and forearm surface electromyography (sEMG), integrating findings from studies on motion mapping, fine manipulation, pseudo-haptics, upper-limb fatigue models, and EMG-based input. Research indicates that non-one-to-one mapping can improve motion efficiency for specific tasks but may increase terminal correction and alter the sense of control and perceived object weight. This trade-off is jointly influenced by the axis of rotation, posture, operation phase, input device, and tracking quality. Furthermore, sEMG amplitude, cumulative EMG exposure, local exertion, and sustained fatigue reflect distinct phenomena and should not be used interchangeably. Current evidence does not directly answer whether different axes of rotation require different gains when task goals align with physical constraints, nor whether changes in precision are accompanied by alterations in local EMG exposure. Addressing this gap, this paper constructs an analytical framework linking task and constraints, gain strategies, motion and control performance, physiological burden and experience, and measurement validity. Based on this framework, three testable hypotheses are proposed, and a design checklist oriented towards seated 3D model inspection and editing is presented.
文章引用:康海星. 虚拟现实徒手三维旋转中的运动增益控制性能与前臂负担研究进展[J]. 设计进展, 2026, 11(5): 266-280. https://doi.org/10.12677/sheji.2026.115024

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