Evaluation of Cursor Offset on 3D Selection in VR

Jialei Li, Isaac Cho, Z. Wartell
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引用次数: 20

Abstract

Object selection in a head-mounted display system has been studied extensively. Although most previous work indicates that users perform better when selecting with minimum offset added to the cursor, it is often not possible to directly select objects that are out of arm's reach. Thus, it is not clear whether offset-based techniques will result in improved overall performance. Moreover, due to the difference in muscle requirements of arm and shoulder between a hand-held device and a motion capture device, selection performance may be affected by factors related to ergonomics of the input device. In order to explore these uncertainties, we conduct a user study to evaluate the effects of four virtual cursor offset techniques on 3D object selection performance using Fitts' model and ISO 9241-9 standard while comparing two input devices in a head-mounted display. The results show that selection with No Offset is most efficient when the target is within reach. When the target is out of reach, Linear Offset outperforms Fixed-Length Offset and Go-Go Offset on movement time, error rate and effective throughput, as well as subjective preference evaluation. Overall, the Razer Hydra controller provides better and more stable selection performance than Leap Motion.
VR中光标偏移量在三维选择中的评价
头戴式显示系统中的对象选择问题已经得到了广泛的研究。虽然大多数先前的工作表明,用户在选择光标时添加最小偏移量时表现更好,但通常不可能直接选择手臂够不到的对象。因此,目前尚不清楚基于偏移的技术是否会导致整体性能的提高。此外,由于手持设备和动作捕捉设备对手臂和肩部肌肉的需求不同,选择性能可能会受到输入设备的人体工程学相关因素的影响。为了探索这些不确定性,我们进行了一项用户研究,使用Fitts模型和ISO 9241-9标准来评估四种虚拟光标偏移技术对3D对象选择性能的影响,同时比较了头戴式显示器中的两种输入设备。结果表明,当目标在可及范围内时,无偏移选择是最有效的。当目标遥不可及时,线性偏移在移动时间、错误率和有效吞吐量以及主观偏好评价方面都优于定长偏移和Go-Go偏移。总体而言,雷蛇Hydra控制器提供了比Leap Motion更好和更稳定的选择性能。
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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