为3D设计师评估沉浸式VR中的位置头部跟踪

Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, C. Sandor, H. Kato, Steven K. Feiner
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引用次数: 2

摘要

随着宽视场VR头戴式显示器不断进入消费市场,VR 3D ui在专业工作环境中的应用越来越受到关注。其中最引人注目的概念之一是沉浸式3D建模和内容创作。尽管研究历史悠久,但很少有关于3D ui对3D设计生产力影响的分析。在这项工作中,我们探讨了位置头部跟踪对3D设计任务性能的影响。先前的研究对头部跟踪的重要性得出了不同的结论,并且没有调查专业的3D建模工具。相比之下,我们对设计专业的学生进行了一项用户研究,使用专业软件来完成一项与他们的工作非常相似的任务。令人惊讶的是,我们没有发现头部跟踪对任务完成时间的显著影响,无论是使用传统的2D鼠标还是使用捏手套作为3D输入设备。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating Positional Head-Tracking in Immersive VR for 3D Designers
With the ongoing introduction of wide-FOV VR head-worn displays into the consumer market, the application of VR 3D UIs to professional work environments is attracting increasing attention. One of the most conspicuous concepts is immersive 3D modeling and content creation. In spite of the long research history, there have been very few analyses of the effect of 3D UIs on productivity in 3D design. In this work, we explore the effect of positional head-tracking on task performance in 3D design. Previous studies have come to different conclusions on the importance of headtracking and did not investigate professional 3D modeling tools. In contrast, we performed a user study with design students using professional software on a task that closely emulates their work. Surprisingly, we did not find a significant effect of head-tracking on task-completion time, neither when using a traditional 2D mouse nor when using a pinch glove as a 3D input device.
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