VR中流行的个人空间指向与基于控制器的空间选择的效率评价

Sabarish V. Babu, Ming-Han Tsai, Ting-Wei Hsu, Jung-Hong Chuang
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引用次数: 3

摘要

我们详细介绍了两个实验的结果,这些实验经验评估了在沉浸式虚拟环境中,在参与者的最大手臂可及范围内或个人空间内,流行指向和基于控制器的直接3D交互的空间选择性能的效率。在第一个实验中,目标按照ISO 9241-9菲茨定律标准以13个目标的圆形构型呈现,目标距离为5、9或18 cm,目标宽度为0.65、0.85或1.05cm,每个圆形构型的随机呈现距离为参与者最大臂长的60%、75%或90%。目标位于眼睛水平的中心,在受试者内部协议中,参与者使用控制器尖端的指针来选择目标,或者在指向基础条件下,在他们的优势手上的食指尖端选择目标。在第二个实验中,每个目标的宽度和距离配置与前一个实验相似,但每个目标的深度也在每次试验中变化,在最大手臂到达的60%,75%或90%之间。选择是在HTC Vive头戴式显示器VR世界中进行的,使用流行的Leap Motion手势跟踪设备或Vive控制器。我们的实验结果表明,与基于指向的条件相比,使用商品3D输入设备,参与者在基于流行控制器的条件下更有效地进行空间选择。对VR开发者和消费者的影响将在后面的章节中讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Evaluation of the Efficiency of Popular Personal Space Pointing versus Controller based Spatial Selection in VR
We detail the results of two experiments that empirically evaluate the efficiency of spatial selection performance of popular pointing and controller based direct 3D interaction within the participants’ maximum arms reach or personal space in an immersive virtual environment. In the first experiment, targets were presented in a circular configuration of 13 targets in accordance with the ISO 9241-9 Fitts’ Law standard, with a target distance of 5, 9 or 18 cm and target width of 0.65, 0.85, or 1.05cm, and with each circular configuration presented in a random distance of 60%, 75% or 90% of maximum arms length of the participant. The targets were centered at eye level, and in a within-subjects protocol participants selected the targets using a pointer at the tip of the controller or at the tip of their index finger on the dominant hand in the pointing based condition. The second experiment presented each target in a similar width and distance configuration as the previous experiment, but each target also varied in depth from one trial to the next between 60%, 75% or 90% of maximum arms reach. The selections were performed in an HTC Vive head mounted display VR world, using the popular Leap Motion gesture tracking device or the Vive controller. The results of both our experiment taken together revealed that with commodity 3D input devices, participants were more efficient in spatial selection performance in the popular controller based condition, as compared to the pointing based condition. Implications for VR developers and consumers are discussed in the latter sections.
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