Human Factors in Virtual Environments and Game Design最新文献

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A Cognitive Immersive Room for Intelligence Analysis Scenarios (CIRIAS) 智能分析场景认知沉浸式空间(CIRIAS)
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003867
Shannon Briggs, J. Braasch, T. Strzalkowski, Bryan Burns, Samuel Chabot, Abraham Sanders, Erfan Al-Hossami
{"title":"A Cognitive Immersive Room for Intelligence Analysis Scenarios (CIRIAS)","authors":"Shannon Briggs, J. Braasch, T. Strzalkowski, Bryan Burns, Samuel Chabot, Abraham Sanders, Erfan Al-Hossami","doi":"10.54941/ahfe1003867","DOIUrl":"https://doi.org/10.54941/ahfe1003867","url":null,"abstract":"Intelligence can be understood as the timely delivery of actionable information. Our Cognitive Immersive Room for Intelligence Analysis Scenarios (CIRAS) supports foraging and processing information during time-critical scenarios. Intelligence has an ambiguous meaning and could either refer to the ability to learn and reason well using a logical approach or to use a standard procedure to gather and process public and secret information about an adverse entity (e.g., a foreign country) to forecast threats and opportunities. While the latter definition of intelligence roots in military operations, similar methods have been successfully applied in the civil domain, for example, forensic sciences and corporate business decisions. In this paper, we describe the use of cognitive immersive environments for collaborative decision-making using the general procedures of intelligence analysis, especially the concept of the foraging loop by Pirolli and Card (2005). We focus on three use cases, traffic-pattern analysis, bibliographic search, and travel planning, to explain the benefit of virtual environments for the efficient and time-constrained decision-making process. Each of these examples leans heavily on information-foraging behaviors, which have been historically a bottleneck for intelligence gathering. By leveraging the cognitive immersive technology, we will transfer some of the granular search and sort activities to the system, reducing the cognitive load experienced by users during intelligence tasks. The progressive dialog system paired with our map views allows users to plan points of interest across travel itineraries and allows users to plan routes during challenging traffic. Our brainstorming tool supports text source discovery, allowing users to build a knowledge base, and supports bibliography creation.This approach aids analysis in reducing time and time and effort; timely analysis is typically critical in reconnaissance and other intelligence analyst tasks. During collection and analysis, information has to be pulled from various sources and shared among an expert team. CIRIAS possesses matured technologies to source information through personal interfaces such as computer terminals, handheld devices, and dialog systems while also allowing interfacing between groups of people.The latter is important within the shared context between analysts to allow sharing the most relevant information while deferring other information. To bridge this technology gap, we propose a Situations Room environment that enables small teams to pursue intelligence analyst tasks together. In this room, each member can gather information individually while also exchanging and displaying relevant data among each other on large immersive displays. The room provides immersive audio/visual displays to facilitate this as a shared resource while connecting participants to personal devices. The room tracks participants via gestural and acoustic sensors, displays informatio","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122095295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring the use of virtual reality in co-reviewing designs 探索虚拟现实在共同评审设计中的应用
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002063
I. Garcia, J. Verlinden
{"title":"Exploring the use of virtual reality in co-reviewing designs","authors":"I. Garcia, J. Verlinden","doi":"10.54941/ahfe1002063","DOIUrl":"https://doi.org/10.54941/ahfe1002063","url":null,"abstract":"Virtual reality (VR) is an upcoming technology that is increasingly used in design environments. In a design process, designers often work together through co-creation. The next step, one that is often overlooked, is co-reviewing in VR. Virtual reality has potential as a valuable decisive step in the creation process, replacing a traditional tool. One tool in the traditional design reviewing processes is the trade-off analysis. In VR, concepts can be reviewed in different sizes and through various perspectives, the products are perceived as more tangible and true-to-scale. To obtain a better view on the use of VR in co-reviewing, a comparison of a traditional method with an immersive method is made in this paper. The participants are eight industrial design master students which did the experiment in pairs of two. The results show that VR offers advantages for reviewing ergonomics of a design, in which traditional 2D screen-based software is more limited in comparison.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125238766","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Thinking of Aesthetic Empathy in Immersive Exhibitions 沉浸式展览中的审美移情思考
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002084
Meixue He, Ao Jiang
{"title":"Thinking of Aesthetic Empathy in Immersive Exhibitions","authors":"Meixue He, Ao Jiang","doi":"10.54941/ahfe1002084","DOIUrl":"https://doi.org/10.54941/ahfe1002084","url":null,"abstract":"Based on the phenomenon of immersive exhibitions becoming a boom in art experiences, the authors investigate the reasons for this phenomenon from the intersection of the two fields of cognition and art - “aesthetic empathy”, and consider the audience’s “aesthetic empathy” as one of the key factors contributing to the phenomenon. In addition, the authors believe that the communication effect of immersive exhibitions is ultimately completed by the joint construction of technical equipment and the personal characteristics of the audience. Then, the authors propose some conditions and methods for building a positive art experience in immersive exhibitions. The overall point refers to that the advantages of immersive technologies include sensory stimulation and visual image construction, which will benefit the audience in immersing themselves in the symbolic system constructed by the work, which is the driving factor in the early stage of empathy. Then, this will make the audience think and feel the meaning speculation and emotional understanding brought by this symbol system, and complete the empathy experience.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"301 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121354507","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Karaoke Game with Body Movement Tracking for Investigating Singing-motor Interactions: System Proposal 用身体运动追踪来研究歌唱-运动互动的卡拉ok游戏:系统建议
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002087
Ryota Horie, Luiz Fernando Pedroso
{"title":"Karaoke Game with Body Movement Tracking for Investigating Singing-motor Interactions: System Proposal","authors":"Ryota Horie, Luiz Fernando Pedroso","doi":"10.54941/ahfe1002087","DOIUrl":"https://doi.org/10.54941/ahfe1002087","url":null,"abstract":"This paper presents and discusses the design, implementation and initial results of a game system using a singing-motor paradigm, using karaoke singing combined with a human-computer interface through body movement recognition. The purpose of this system is to collect experimental data on how karaoke singing and body movement interact and how they affect each other, in order to analyze the data from the perspective of human-machine interface, immersion, gameplay and entertainment. At the end, the results and outputs of the development are presented, and some follow-up proposals are discussed.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127030799","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Immersive virtual interactive environment based on hologram technology for youth art education 基于全息技术的沉浸式虚拟交互环境青少年艺术教育
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002073
Yujie Zhang, Ao Jiang
{"title":"Immersive virtual interactive environment based on hologram technology for youth art education","authors":"Yujie Zhang, Ao Jiang","doi":"10.54941/ahfe1002073","DOIUrl":"https://doi.org/10.54941/ahfe1002073","url":null,"abstract":"Arts education for young people (mainly aged 16-18) varies greatly geographically due to differences in economic development between regions. The current situation in arts learning is that high schools' teaching models and thinking need to be more exciting and interactive. With the rise of the 'meta-universe', the use of hologram technology and immersive virtual interactive environments such as AR and VR can make up for the current waste of educational resources due to 'egalitarianism' in the arts education sector. This is also a sign of increasing economic investment in education.Based on several years of experience in high school art education, the author has been able to adapt the teaching equipment to the teaching behaviour, through literature research, field studies and experience summaries, to sort out the most basic functions that teaching should have when designing, and to conduct product research based on existing products on the market, to give certain product function deficiencies and aspects that can be improved. The study also provides some insights into hologram technology and immersive virtual interactive environments for art education.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"12 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125823681","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Generation of Walking Sensation by Providing Upper Limb Motion 通过提供上肢运动来产生行走感觉
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002059
Gaku Sueta, Ryoto Kato, Yusuke Kikuchi, Vibol Yem, Y. Ikei
{"title":"Generation of Walking Sensation by Providing Upper Limb Motion","authors":"Gaku Sueta, Ryoto Kato, Yusuke Kikuchi, Vibol Yem, Y. Ikei","doi":"10.54941/ahfe1002059","DOIUrl":"https://doi.org/10.54941/ahfe1002059","url":null,"abstract":"For an immersive first-person experience in a VR space, the user (or an avatar)needs to walk freely within the space because locomotion is essential and the basisfor a variety of activities. The present study investigates the arm swing of a user toinduce a bodily sensation during walking in a VR space. We built an arm swingdisplay that moves the upper limbs similarly to the motion appears in a real walking.The amplitude and flexion ratio of swing motion to present the sensation of virtualwalking were determined via the user study. The optimal swing angle and itsforward part ratio (flexion ratio) to create the sensation of a straight waking werearound 30 degrees and 54 percent, respectively. For a turning walking, the relationbetween the asymmetric flexion ratio of both arms and the curvature of a turningpath was also determined by an experiment.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126610803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Chinese Characters Factory - Design of children's Chinese character construction enlightenment game based on augmented reality technology 汉字工厂——基于增强现实技术的儿童汉字建构启蒙游戏设计
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002067
Cai Xin
{"title":"Chinese Characters Factory - Design of children's Chinese character construction enlightenment game based on augmented reality technology","authors":"Cai Xin","doi":"10.54941/ahfe1002067","DOIUrl":"https://doi.org/10.54941/ahfe1002067","url":null,"abstract":"China's \"13th Five-Year Plan\" points out that the development of the industry should adapt to the development trend of multi-media technology. Nowadays, augmented reality and virtual reality technologies have gradually penetrated into our daily life and have had a significant impact in many aspects. Since ancient times, there have been many important educational ideas in China. With the development of the Internet, there is a particular focus on the importance of Chinese characters. In recent years, the application of AR design and related research in various fields of children's education has also developed rapidly, at the same time, the unique interactive, immersive and imaginative characteristics of AR technology have greatly improved the enthusiasm and initiative of learning because they conform to children's figurative thinking. Therefore, in this environment, it is meaningful to explore how to effectively create a sought after AR children's Chinese character construction enlightenment game.【Methods】: This paper introduces augmented reality technology into the field of children's Chinese character education through technical research to create a design method of virtual-real interaction.This paper discovers the characteristics of children's language education, as well as the Chinese character root method through theoretical research, and finds the fit in children's cognitive development and the character root method. The author attempts to design a suitable set of diagrams to tap into the similarities between word-making thinking and product thinking.This paper finds the AR teaching format through market research. It weakens the one-way indoctrination process of product knowledge information and gives play to children's subjective initiative. The content is intuitive and can be used to perceive information through visual, tactile and auditory senses in a comprehensive manner.【Result】: “Chinese Characters Factory” is developed based on the Unity 3D, with ARkit as an augmented reality technology solution, run on the IOS platform. Users have access to game experience with iPad. The whole design practice is divided into three systems: Chinese character experiment system, mapping collection system and entertainment interactive system. The Chinese Character Experiment System was inspired by chemical experiments. Chinese characters are formed by the combination of character roots and graphemes with corresponding character formation methods. It identifies the Chinese character card images in the physical environment according to the image tracking technology of ARkit, being able to superpose Chinese character models. In addition, mapping collection system and entertainment interactive system are used to solve children's Chinese character literacy, novel and entertaining growth education.【Conclusion】: Children's educational products with augmented reality technology are important and innovative for the development of children's minds. It is highly interactive","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125153584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The impact of digital tools on the education process in times of pandemic in Ecuador 数字工具对厄瓜多尔大流行病期间教育进程的影响
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002082
J. Gómez
{"title":"The impact of digital tools on the education process in times of pandemic in Ecuador","authors":"J. Gómez","doi":"10.54941/ahfe1002082","DOIUrl":"https://doi.org/10.54941/ahfe1002082","url":null,"abstract":"In the context presented by COVID 19, given the closure of educational centers worldwide, the frequent and varied use of technological tools in the classroom has been evidenced, which requires an analysis of the impact of its application in the educational context. For this reason, it has been raised as an objective of this study to know the influence that technology has had on the educational process. To this end, an issue that generates great interest in the current educational scenario was addressed: digital tools applied within the current situation experienced in the pandemic; which is eminent because through its use you can continue with the teaching/learning process between teacher and student in difficult times such as those that society in general is currently experiencing. This in turn is quickly shaping what education will look like and how it will be delivered in the coming years. With the advanced pace of educational technology in the world of information and communication technologies, essential enablers have been detected. These currently help institutions to find opportunities and broader solutions in education and have demanded of teachers a rapid adaptation to digital work tools that were not usual in their daily work; that had to learn to work cooperatively by sharing knowledge about the use of tools, impressions, doubts, resources, among other elements within their daily work. The proposed methodology is positivist, with a quantitative approach and confirmatory type because it required a previous explanation or a series of assumptions or hypotheses. The sample was made up of 250 teachers from the Sierra educational system in Ecuador. The survey technique was applied and a questionnaire was applied as an instrument, with an overall score in the dimensions of perception on the impact of ICT in education. In this dimension they were asked about their perception of various aspects related to the teaching-learning process, by means of a five-point Likert scale and the use of inferential probabilistic statistics by the causal study of variables to determine the digital tools used in the educational field during the time of pandemic in Ecuador. As a result, it was obtained that the communication tools used were Microsoft Teams and gamification kahoot and quizziz. The hypothesis that allowed knowing about the use and use of information and communication technologies in virtual contexts was validated, which although they were forced due to the new reality that the pandemic has generated, caused a positive impact within the Ecuadorian educational process.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134195770","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Co-Design of Service Robot Applications Using Virtual Reality 基于虚拟现实的服务机器人应用协同设计
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003868
Yate Ge, Yuanda Hu, Xiaohua Sun
{"title":"Co-Design of Service Robot Applications Using Virtual Reality","authors":"Yate Ge, Yuanda Hu, Xiaohua Sun","doi":"10.54941/ahfe1003868","DOIUrl":"https://doi.org/10.54941/ahfe1003868","url":null,"abstract":"Service robots have been applied in an increasing number of scenarios, including homes, hospitals, offices, schools, hotels, etc. To ensure the usability of the interaction interface and process in the application of service robots, the design of human-robot interaction in the application of service robots involves various interaction modalities, different robot forms, and different physical behaviors of robots in space, etc. This makes it challenging to have low-cost, high-fidelity prototype methods that support design exploration in the early stages of service robot application design.Currently, many rapid prototyping techniques have been applied to the design exploration stage in the design of service robot applications, such as paper prototypes, storyboards, video prototypes, etc. However, these methods have limitations, including low fidelity and being out of the environmental context. Researchers have also been exploring new prototype methods to meet the design exploration and testing requirements for HRI design. Some studies have explored the use of VR test HRI prototypes, and most of them focus on the technical aspect, and the performance of HRI capabilities. Other studies focus on specific HRI design aspects: interactive mechanism, anthropomorphic appearance, social acceptance, and so on. Approaches focusing on these aspects are not suitable for prototyping and testing the overall interaction scenarios of service robot applications.Based on the characteristics of virtual reality technology, this paper aims to explore how virtual reality technology can be used to support multi-user collaborative design of service robot applications in a virtual environment. To address this issue, this paper proposes a system for supporting collaborative design of service robot applications. The system framework and implementation will be described in detail in the paper. Specifically, the system enables multiple users (designers or stakeholders) to enter a virtual environment in real-time using head-mounted VR devices. Users can select appropriate environment model assets based on the target application scenario and perform bodystorming \"on site\". Using a modular robot building tool, users can add virtual robots to the space and add or delete functional components, as well as adjust the position, size, and orientation of the components. The system's Wizard-of-OZ module allows users to control the robot's movement and component status. The Graphic UI is embedded into the physical display of the robot via WebView and supports the simulation of the Graphic UI interaction process. After completing the initial application concept ideation and virtual robot design, users can use WoZ and Role-Playing techniques to perform the human-robot interaction process to evaluate and optimize the interaction design. In addition, the recorded video of the performance can also support subsequent design discussions.The system is implemented using the Unity game engine, and us","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115941349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Comparison of One-handed and Two-handed Text Entry in Virtual Reality Using Handheld Controllers 使用手持控制器的虚拟现实中单手和双手文本输入的比较
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003872
A. Hassan, S. Mackenzie, G. Sohn
{"title":"Comparison of One-handed and Two-handed Text Entry in Virtual Reality Using Handheld Controllers","authors":"A. Hassan, S. Mackenzie, G. Sohn","doi":"10.54941/ahfe1003872","DOIUrl":"https://doi.org/10.54941/ahfe1003872","url":null,"abstract":"Current consumer virtual reality (VR) systems rely heavily on handheld controllers for input. To this end, numerous methods have been developed and investigated since the emergence of VR in order to improve the user experience for interactions such as gaming or text entry while wearing a head-mounted display (HMD) and using handheld controllers [1, 2]. Although several novel text entry methods have been proposed, there is little research comparing the methods using virtual keyboard interfaces evaluated as experimental conditions. This would allow for a more focused and specialized comparison.Statement of Objective:This work presents the design and empirical evaluation of a split and standard virtual keyboard for text input in virtual environments using handheld controllers. There are numerous applications, including games, for example, entering a gamer’s name or messaging other gamers. An experimental evaluation of two virtual keyboards using VR handheld controllers will be conducted. (Note: As the experiment is ongoing, this abstract is written in the future tense. The final submission will transition to the past tense.) The focus will be on entry speed, accuracy, and efficiency. Both keyboards will be QWERTY-based, but with different organizations. Similar to most physical keyboards, the “standard” keyboard will have all the keys in one arrangement. However, the “split” keyboard will display keys in a split pattern on each side of the screen. For the standard keyboard, users will operate one handheld controller in their preferred hand. For the split keyboard, users will operate one controller in each hand. Thus, a significant point of comparison in the present research is one-handed input vs. two-handed input for the same task. Description of Methods:This research follows an experimental methodology. There will be a total of 14 participants recruited from the local university campus. The study will be a 2 × 5 within-subjects design with the following independent variables and levels:• Keyboard (standard one-handed, split two-handed)• Block (1, 2, 3, 4, 5)The order of testing the keyboards will be counterbalanced to offset learning effects.Five phrases of text will be entered for each block, with phrases selected at random from a standard phrase set [3]. Thus the total number of trials will be 14 participants x 2 keyboards x 5 blocks x 5 phrases/block = 700. The following are the dependent variables in the study:• Entry speed (wpm)• Error rate (%)• Keystroke per character (KSPC)The Unity 3D game engine is used to create the text-input interface installed on the Meta Quest 2 VR headset. Participants will use the Meta Quest handheld controllers to input text. Input uses raycasting, in which the handheld controller casts a virtual line or ray. The virtual ray is positioned on a key on the virtual keyboard, wherein the user presses the trigger on the handheld controller to select the character indicated by the ray.Significance of the Proposed Presen","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"181 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132047469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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