Authoring Moving Parts of Objects in AR, VR and the Desktop

IF 2.4 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Andrés N. Vargas González, Brian Williamson, J. Laviola
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Abstract

Creating digital twins of real objects is becoming more popular, with smartphones providing 3D scanning capabilities. Adding semantics to the reconstructed virtual objects is important to possibly reproduce training scenarios that otherwise could demand significant resources or happen in dangerous scenarios in some cases. The aim of this work is to evaluate the usability of authoring object component behaviors in immersive and non-immersive approaches. Therefore, we present an evaluation of the perceived ease of use to author moving parts of objects under three different conditions: desktop, augmented reality (AR) and virtual reality (VR). This paper provides insights into the perceived benefits and issues that domain experts might encounter when authoring geometrical component behaviors across each interface. A within-subject study is the major contribution of this work, from which is presented an analysis based on the usability, workload and user interface preferences of participants in the study. To reduce confounding variables in the study, we ensured that the virtual objects and the environment used for the evaluation were digital twins of the real objects and the environment that the experiment took place in. Results show that the desktop interface was perceived as more efficient and easier to use based on usability and workload measures. The desktop was preferred for performing component selection but no difference was found in the preference for defining a behavior and visualizing it. Based on these results, a set of recommendations and future directions are provided to achieve a more usable, immersive authoring experience.
在 AR、VR 和桌面中制作物体的移动部件
借助智能手机提供的 3D 扫描功能,创建真实物体的数字双胞胎正变得越来越流行。为重建的虚拟物体添加语义对于重现训练场景非常重要,否则可能需要大量资源或在某些情况下发生危险。这项工作的目的是评估在沉浸式和非沉浸式方法中编写对象组件行为的可用性。因此,我们对在桌面、增强现实(AR)和虚拟现实(VR)三种不同条件下创作物体运动部件的易用性进行了评估。本文深入探讨了领域专家在每个界面上创作几何组件行为时可能遇到的感知优势和问题。这项工作的主要贡献在于开展了一项主体内研究,并根据研究参与者的可用性、工作量和用户界面偏好进行了分析。为了减少研究中的混杂变量,我们确保用于评估的虚拟对象和环境是实验中真实对象和环境的数字双胞胎。结果表明,根据可用性和工作量的衡量标准,人们认为桌面界面更高效、更易用。在进行组件选择时,人们更倾向于使用桌面界面,但在定义行为和可视化行为方面,人们的偏好没有差别。基于这些结果,我们提出了一系列建议和未来发展方向,以实现更可用、更身临其境的创作体验。
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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来源期刊
Multimodal Technologies and Interaction
Multimodal Technologies and Interaction Computer Science-Computer Science Applications
CiteScore
4.90
自引率
8.00%
发文量
94
审稿时长
4 weeks
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