Evaluating Grasping Visualizations and Control Modes in a VR Game

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
A. Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, S. Jörg
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引用次数: 8

Abstract

A primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience.
在VR游戏中评估抓取可视化和控制模式
虚拟现实(VR)社区的主要目标是建立具有无缝和自然交互的完全沉浸式和存在诱导环境。为了实现这一目标,研究人员正在研究如何最好地直接使用我们的手来与虚拟环境进行互动。这一领域的大多数研究都要求参与者执行重复性任务。在本文中,我们将探讨这些研究结果是否能够转化为真正的应用和游戏体验。我们设计了一个虚拟的逃生室,参与者在其中与各种物体互动,收集线索并完成谜题。在一项受试者之间的研究中,我们研究了两种输入模式(控制器与手部跟踪)和两种抓取可视化(连续跟踪的手与抓取时消失的虚拟手)对所有权、真实感、效率、享受和存在的影响。我们的研究结果表明,与使用控制器相比,使用手部跟踪时,玩家的所有权、真实感、乐趣和存在感都有所提高。在抓握过程中,可视化的跟踪手在我们的所有权问题和享受问题中获得了更高的评分,而在许多应用程序中,虚拟手在抓握过程中消失是很常见的。我们还确认了两项研究的一些主要结果,即在更现实的游戏场景中使用重复设计,这可能更接近典型的用户体验。
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
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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