眼动追踪与手控在虚拟现实瞄准任务中的比较研究

Francisco López Luro, V. Sundstedt
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引用次数: 34

摘要

瞄准是虚拟现实(VR)交互的关键,通常使用VR控制器来实现。最近商业VR头戴式显示器(hmd)的眼动追踪集成需要进一步研究可用性和性能方面,以更好地确定可能性和局限性。本文提出了一项用户研究,探讨了VR中的凝视瞄准与传统控制器在“瞄准射击”任务中的比较。研究了不同速度的目标和轨迹。采用系统可用性量表(SUS)和认知负荷问卷(NASA TLX)收集定性数据。结果表明,使用凝视瞄准时认知负荷较低,可用性量表处于同等水平。凝视瞄准在大多数情况下产生相同的任务持续时间,但精度较低。最后,目标轨迹显著影响HMD相对于目标位置的方向。结果显示了在VR中使用凝视瞄准的潜力,并激发了进一步的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A comparative study of eye tracking and hand controller for aiming tasks in virtual reality
Aiming is key for virtual reality (VR) interaction, and it is often done using VR controllers. Recent eye-tracking integrations in commercial VR head-mounted displays (HMDs) call for further research on usability and performance aspects to better determine possibilities and limitations. This paper presents a user study exploring gaze aiming in VR compared to a traditional controller in an "aim and shoot" task. Different speeds of targets and trajectories were studied. Qualitative data was gathered using the system usability scale (SUS) and cognitive load (NASA TLX) questionnaires. Results show a lower perceived cognitive load using gaze aiming and on par usability scale. Gaze aiming produced on par task duration but lower accuracy on most conditions. Lastly, the trajectory of the target significantly affected the orientation of the HMD in relation to the target's location. The results show potential using gaze aiming in VR and motivate further research.
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