撞墙:手眼协调的空中互动

Anil Ufuk Batmaz, Xintian Sun, Dogu Taskiran, W. Stuerzlinger
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引用次数: 16

摘要

反应时间训练系统用于提高用户表现。到目前为止,这种设置使用物理2D平面,例如,2D触摸屏或安装在墙上的按钮。设计并研究了一种基于沉浸式虚拟现实(VR)头盔的空中反应时间训练系统。12名参与者在三种情况下进行了手眼协调反应测试:在空中有或没有VR控制器,以及通过撞击软表面墙壁进行被动触觉反馈。我们还改变了目标和光标的大小,并使用Fitts定律任务来分析用户性能。结果显示,当受试者撞击固体表面与虚拟目标互动时,他们的反应速度较慢,吞吐能力较低。我们的研究结果表明,Fitts模型可以应用于这些系统来衡量和评估参与者的培训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hitting the Wall: Mid-Air Interaction for Eye-Hand Coordination
Reaction time training systems are used to improve user performance. Until now, such setups use physical 2D flat surfaces, e.g., a 2D touch screen or buttons mounted on a wall. We designed and investigated a mid-air reaction time training system with an immersive virtual reality (VR) headset. 12 participants performed an eye-hand coordination reaction test in three conditions: both in mid-air with or without VR controller as well as with passive haptic feedback through hitting a soft-surface wall. We also altered target and cursor sizes and used a Fitts’ law task to analyze user performance. According to the results, subjects were slower and their throughput was lower when they hit a solid surface to interact with virtual targets. Our results show that Fitts’s model can be applied to these systems to measure and assess participant training.
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