虚拟现实中控制元素的设计——影响操作效率、用户体验和存在的因素的调查

N. Hinricher, Chris Schröer, C. Backhaus
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引用次数: 0

摘要

对现实生活中控制元件的人机工程学设计进行了详细的研究。为了达到较高的控制精度和用户体验,对最佳尺寸及其触觉和声学反馈进行了各种研究。但越来越多的产品开发是通过虚拟原型完成的。虚拟现实(VR)允许这些原型在高度沉浸的环境中进行测试。然而,现实中的发现不能直接转移到VR中。例如,VR中的用户使用控制器与原型进行交互,这会影响触觉反馈。本研究探讨了如何在VR中设计和编程旋转转盘和操纵杆,以便有效地执行控制任务,并产生高用户体验和感知存在感。在用户测试中,受试者(n = 25)评估VR中操纵杆和旋转转盘的控制。在虚拟起重机操作员的机舱或虚拟桌子上,受试者(f = 10, m = 15,年龄:24 +- 3)执行每个控制元素的四个预定义任务。在虚拟现实的两个屏幕上,受试者看到一个垂直条形图,由操纵杆控制的比例从0到100%,另外一个数值在0到100%之间,由旋转转盘控制。屏幕向受试者显示任务,例如,“将值从0%设置为42%”。根据“实验设计”的方法,系统地改变了振动反馈、声学反馈、被试的位置或控制元件的灵敏度等14个因素,分别在两个三个水平上(如执行器直径40mm、80mm或110mm)。对于每个试验,确定控制精度和完成任务所需的时间。此外,使用Slater-Usoh-Steed-Questionnaire评估感知存在感,使用user experience Questionnaire调查用户体验。采用多因子方差分析研究水平变化对反应参数的影响(α = 0.05)。采用线性回归计算因子与响应参数之间的数学关系。这些数学模型用于计算哪些因子值可用于在低时间要求和高水平的用户体验和感知存在的情况下实现高水平的控制精度。角度分辨率、倾角、转盘形状和受试者位置等因素对受试者使用转盘完成任务所需的时间有极显著影响(p≤0.001)。角分辨率、vr控制器以及角分辨率与转盘直径的交互作用对转盘的控制精度有显著影响。在用户体验上,总共有6个因素和2个交互有显著的影响。在被试感知存在感上,VR环境和转盘直径有显著影响。计算出的优化设计是一个带有振动反馈的旋转表盘,没有声学反馈,具有粗糙滚花的可视化,角分辨率为10-12度/值,直径为40 mm,无倾角。应该避免手的可视化。灵敏度、尺寸、受试者位置、VR环境以及受试者位置与VR环境的交互作用对操纵杆执行控制任务所需的时间有显著影响。三个因素和一个相互作用对操纵杆的控制精度有显著影响。振动反馈和手的可视化因素的交互作用对被试感知在场感有显著影响。在用户体验上,有9个因素和5个交互有显著的影响。计算出的优化操纵杆的因素水平为振动和声学反馈,无视觉反馈,垂直手柄高度为20-24 cm, 5级角分辨率,最大偏转角度为+- 15°,灵敏度为8% /秒,手的可视化。试验显示出高度的分散。残差显示了实验中的异常值。这些偏差主要是由于测试对象在处理VR系统方面的个人经验。然而,显著的影响是可以确定的。本研究采用筛选实验设计。在后续研究中,必须对显著因素进行全因子实验设计的详细调查。这些因素将在多个层面上进行测试,并显著增加试验次数,以进一步提高数学模型的准确性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design of control elements in Virtual Reality - Investigation of factors influencing operating efficiency, user experience and presence
The ergonomic design of control elements in real life has been researched in detail. Various studies exist on the optimal dimensioning, their haptic and acoustic feedback to achieve high control accuracy and user experience. But the development of products is increasingly done with virtual prototypes. Virtual reality (VR) allows these prototypes to be tested in a highly immersive environment. However, the findings from reality cannot be transferred to VR directly. For example, users in VR interact with the prototypes using controllers, which affects haptic feedback. This study investigates how rotary dials and joysticks must be designed and programmed in VR so that control tasks can be performed efficiently and generate a high user experience and perceived presence.In user tests, subjects (n = 25) evaluate the control of a joystick and a rotary dial in VR. In a virtual crane operator's cabin or at a virtual table, the subjects (f = 10, m = 15, age: 24 +- 3) perform four predefined tasks per control element. On two screens in VR, subjects see a vertical bar graph with a scale from 0 to 100 % controlled by the joystick and separately a numerical value between 0 and 100 % which is controlled by the rotary dial. The screens display the task to the subjects, e.g., "Set the value from 0 % to 42 %". According to the method “design of experiments”, 14 factors, such as vibration feedback, acoustic feedback, position of the subject or the sensitivity of the control element are systematically varied on two respectively three levels (e.g., diameter of actuator 40 mm, 80 mm or 110 mm). For each trial, the control accuracy and the time required to complete the task are determined. In addition, the perceived presence is assessed using the Slater-Usoh-Steed-Questionnaire and the user experience is surveyed using the User Experience Questionnaire. The effect of a change of level on the response parameters is investigated using multifactorial ANOVA (α = .05). Linear regression is used to calculate a mathematical relationship between factor and response parameter. These mathematical models are used to calculate which factor values can be used to achieve a high level of control accuracy with a low time requirement and a high level of user experience and perceived presence. The factors angular resolution, inclination, shape of the rotary dial and position of the subject have a highly significant effect (p ≤ .001) on the time required to complete the tasks with the rotary dial. On the control accuracy of the rotary dial, the angular resolution, the VR-controller and the interaction of angular resolution and diameter of the rotary dial have a significant effect. On the user experience, a total of six factors and two interactions have a significant effect. On the perceived presence of the subjects, the VR environment and the diameter of the rotary dial have a significant effect. The calculated optimized design is a rotary dial with vibration feedback, without acoustic feedback, with visualization of a rough knurling, an angular resolution of 10-12 degree/value, a 40 mm diameter and no inclination. Visualization of the hand should be avoided.Sensitivity, size, subject position, VR environment, and the interaction of subject position and VR environment have a significant effect on the time required to perform the control tasks with the joystick. Three factors and one interaction have a significant effect on the control accuracy of the joystick. The interaction of the factors vibration feedback and visualization of the hand has a significant effect on the perceived presence of the subjects. On user experience, nine factors and five interactions have a significant effect. The calculated optimized levels of factors for the joystick are vibration and acoustic feedback, no visual feedback, vertical handle with a height of 20-24 cm, a five-level angular resolution, a maximum deflection angle of +- 15°, a sensitivity of 8 %/sec and a visualization of the hand.The trials show a high degree of scatter. The residuals show outliers in the experiments. These deviations are mainly due to the individual previous experience of the test subjects in handling VR systems. Nevertheless, significant effects could be identified. A screening experimental design was used in this study. In a follow-up study, detailed investigations with a full factorial experimental design must be performed with the significant factors. The factors will be tested at multiple levels and with a significantly increased number of trials to further increase the accuracy of the mathematical models.
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