Leaning-based travel interfaces revisited: frontal versus sidewise stances for flying in 3D virtual spaces

Jia Wang, R. Lindeman
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引用次数: 17

Abstract

In this paper we revisit the design of leaning-based travel interfaces and propose a design space to categorize existing implementations. Within the design space, frontal and sidewise stances when using a flying surfboard interface were compared through a user study. The interfaces were adapted and improved from our previous designs using a body-mounted, multi-touch touchpad. Two different experiments were designed and conducted that focus on user performance and virtual world cognition, respectively. The results suggest better user performance and user experience when using the frontal stance, although no better spatial orientation or virtual world cognition was identified. Further, user interviews revealed that despite the realistic simulation of skateboarding/snowboarding, the sidewise stance suffers from poor usability due to inefficient and inaccurate turning control and confusion between the viewing and movement directions. Based on these results, several guidelines are proposed to aid the design of leaning-based travel interfaces for immersive virtual reality applications.
基于学习的旅行界面重新审视:在3D虚拟空间中飞行的正面与侧面姿态
在本文中,我们重新审视了基于学习的旅行接口的设计,并提出了一个设计空间来对现有的实现进行分类。在设计空间内,通过用户研究比较了使用飞行冲浪板界面时的正面和侧面姿态。这些界面是根据我们之前的设计进行调整和改进的,使用了一个安装在身体上的多点触摸板。设计并进行了两个不同的实验,分别关注用户表现和虚拟世界认知。结果表明,当使用正面姿势时,用户表现和用户体验更好,尽管没有更好的空间方向或虚拟世界认知。此外,用户访谈显示,尽管模拟了滑板/单板滑雪的逼真效果,但由于转向控制效率低下和不准确,以及观看和移动方向之间的混淆,侧身姿势的可用性很差。基于这些结果,提出了一些指导方针,以帮助设计沉浸式虚拟现实应用中基于学习的旅行界面。
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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