Reaching further in VR: a comparative study with a novel velocity-based technique.

IF 5.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2026-01-01 Epub Date: 2025-11-27 DOI:10.1007/s10055-025-01189-y
Filip Škola, Fotis Liarokapis
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引用次数: 0

Abstract

Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.

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在虚拟现实中更进一步:一种基于速度的新技术的比较研究。
虚拟现实中遥不可及的交互主要依赖于光线投射(使用激光笔比喻的选择)。然而,随着徒手跟踪变得越来越普遍,越来越需要探索和优化基于手的遥不可及的交互技术。为了解决这个问题,我们介绍了Hand Gliding和Laser Gliding,这是一种新颖的遥不可及的交互技术,使用速度到速度映射通过物理运动来控制虚拟的手,并实现了Go-Go和HOMER,位置到位置方法。首先,一项试点研究评估了手动滑翔的可行性。接下来,我们使用选择和翻译任务对四种交互技术进行了主题内比较,同时评估了速度、舒适度和主观反应。在性能和用户舒适度方面,两种射线浇铸辅助技术(HOMER, Laser Gliding)都取得了最好的效果。位置到位置映射在需要快速选择的任务中表现稍好,而速度到速度技术促进了远距离的交互。本研究证实了用速度-速度方法研究非接触相互作用的可行性。由于实现简单(与基于位置的技术相比,它们不需要躯干跟踪数据),基于速度的交互方法在当前的VR系统中具有广泛采用的潜力。
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
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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