Revisiting Performance Models of Distal Pointing Tasks in Virtual Reality.

Logan Lane, Feiyu Lu, Shakiba Davari, Robert J Teather, Doug A Bowman
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Abstract

Performance models of interaction, such as Fitts' law, are important tools for predicting and explaining human motor performance and for designing high-performance user interfaces. Extensive prior work has proposed such models for the 3D interaction task of distal pointing, in which the user points their hand or a device at a distant target in order to select it. However, there is no consensus on how to compute the index of difficulty for distal pointing tasks. We present a preliminary study suggesting that existing models may not be sufficient to model distal pointing performance with current virtual reality technologies. Based on these results, we hypothesized that both the form of the model and the standard method for collecting empirical data for pointing tasks might need to change in order to achieve a more accurate and valid distal pointing model. In our main study, we used a new methodology to collect distal pointing data and evaluated traditional models, purely ballistic models, and two-part models. Ultimately, we found that the best model used a simple Fitts'-law-style index of difficulty with angular measures of amplitude and width.

虚拟现实中远端指向任务性能模型的再研究。
交互的性能模型,如菲茨定律,是预测和解释人类运动性能和设计高性能用户界面的重要工具。之前的大量工作已经为远端指向的3D交互任务提出了这样的模型,其中用户将他们的手或设备指向远处的目标以选择它。然而,对于如何计算远端指向任务的难度指数,目前还没有达成共识。我们提出了一个初步的研究表明,现有的模型可能不足以模拟远端指向性能与当前的虚拟现实技术。基于这些结果,我们假设,为了获得更准确和有效的远端指向模型,模型的形式和收集指向任务经验数据的标准方法都可能需要改变。在我们的主要研究中,我们使用了新的方法来收集远端指向数据,并评估了传统模型、纯弹道模型和两部分模型。最终,我们发现最好的模型使用了一个简单的菲茨定律式的难度指数,带有幅度和宽度的角度度量。
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