Tool-based Asymmetric Interaction for Selection in VR

Qianyuan Zou, Huidong Bai, Yuewei Zhang, Gun A. Lee, A. Fowler, M. Billinghurst
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引用次数: 2

Abstract

Mainstream Virtual Reality (VR) devices on the market nowadays mostly use symmetric interaction design for input, yet common practice by artists suggests asymmetric interaction using different input tools in each hand could be a better alternative for 3D modeling tasks in VR. In this paper, we explore the performance and usability of a tool-based asymmetric interaction method for a 3D object selection task in VR and compare it with a symmetric interface. The symmetric VR interface uses two identical handheld controllers to select points on a sphere, while the asymmetric interface uses a handheld controller and a stylus. We conducted a user study to compare these two interfaces, and found that the asymmetric system was faster, required less workload, and was rated with better usability. We also discuss the opportunities for tool-based asymmetric input to optimize VR art workflows, and future research directions.
VR中基于工具的非对称选择交互
目前市场上主流的虚拟现实(VR)设备大多使用对称的交互设计进行输入,但艺术家们的普遍做法表明,在VR中的3D建模任务中,使用不同输入工具的非对称交互可能是更好的选择。在本文中,我们探讨了基于工具的非对称交互方法在VR中3D对象选择任务中的性能和可用性,并将其与对称接口进行了比较。对称的VR界面使用两个相同的手持控制器来选择球体上的点,而非对称的界面使用手持控制器和触控笔。我们进行了一项用户研究来比较这两种界面,发现非对称系统更快,需要更少的工作量,并且被评为更好的可用性。我们还讨论了基于工具的非对称输入优化VR艺术工作流程的机会,以及未来的研究方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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