Effect of Visuo-Haptic Co-location on 3D Fitts' Task Performance.

Michael J Fu, Andrew D Hershberger, Kumiko Sano, M Cenk Cavuşoğlu
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引用次数: 14

Abstract

Given the ease that humans have with using a keyboard and mouse in typical, non-colocated computer interaction, many studies have investigated the value of colocating the visual field and haptic workspaces using immersive virtual reality (VR) modalities. Significant understanding has been gained by previous work comparing physical tasks against VR tasks, visuo-haptic co-location versus non-colocation, and even visuo-haptic rotational misalignments in VR. However, few studies have explored all of these paradigms in context with each other and it is difficult to do inter-study comparisons because of the variation in tested motor tasks. Therefore, the goal for the current study was to characterize human performance of Fitts' point-to-point reaching task - an established test of manual performance - in the physical, co-located/non-colocated VR, and rotated VR visualization conditions. A key finding was the significant decrease observed in end-point error for tasks performed in a co-located virtual reality environment. The results also showed cyclic performance degradations due to rotational visuo-haptic misalignments that were consistent with trends reported by the literature.

视觉-触觉协同定位对3D fit任务性能的影响
考虑到人类在典型的非同步计算机交互中使用键盘和鼠标的便利性,许多研究已经调查了使用沉浸式虚拟现实(VR)模式同步视野和触觉工作空间的价值。通过对物理任务与VR任务、视触觉同位与非同位、甚至VR中视触觉旋转错位的比较,我们已经获得了重要的理解。然而,很少有研究将所有这些范式相互联系起来进行探讨,而且由于被测运动任务的差异,很难进行研究间的比较。因此,当前研究的目标是在物理、同地/非同地VR和旋转VR可视化条件下,表征人类在Fitts点对点到达任务中的表现——一种既定的手动性能测试。一个关键的发现是,在同一位置的虚拟现实环境中执行的任务的终点误差显著减少。结果还显示,由于旋转视觉-触觉失调,循环性能下降,这与文献报道的趋势一致。
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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