leap运动控制器和oculus rift室内装饰的可用性和性能

Waraporn Viyanon, S. Sasananan
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引用次数: 8

摘要

目前室内设计中常见的问题涉及到很多方面,如客户的满意度没有得到满足,设计师和客户的理解不匹配,因为他们不在同一个页面上。因此,我们的目标是开发一个室内装饰的VR应用程序,让客户根据自己的喜好来装饰虚拟房间,并可以将自己的设计形象分享给设计师,并评估应用程序的可用性。该应用程序的原理是通过Oculus Rift CV1配合Leap Motion控制器模拟虚拟现实(VR), Leap Motion控制器是一种手部运动和手势检测设备,可以帮助用户轻松地在虚拟环境中设计,排列和移动3D物体(家具)。该应用程序有三个主要功能。首先,创建一个平面来定义一个室内设计区域。第二,将家具摆放在现场,两者不能重叠。第三,用户的移动可以通过虚拟操纵杆通过手部运动来控制。当设计未完成时,用户可以将其工作保存为XML格式,以便以后进行设计。一旦设计完成,用户可以鸟瞰作品,以便更好地了解设计师和客户之间的关系。应用程序的性能评估可以分为两类:1)定量方法:通过分配任务给测试用户,以评估应用程序的可学习性。2)定性方法:采用参与式用户体验主观探索方法双极阶梯法(Bipolar Laddering, BLA),找出应用的优缺点。评估结果显示,可学习性的平均得分为4.58分(满分为5.0分),这意味着用户可以轻松地在现场创建平面图和放置家具。该应用程序为用户提供了更真实的视图,并且设计输出可以在现实世界中使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Usability and performance of the leap motion controller and oculus rift for interior decoration
At present common problems in interior design involve in many aspects such as customer's satisfaction not met, understanding mismatch between designers and customers since they are not on the same page. Therefore, we aim to develop a VR application for interior decoration in order to let customers decorate a virtual room according to their preferences and be able to share the image of their design to the designer and evaluate usability of the application. The principle of the application is to simulate the Virtual Reality (VR) via Oculus Rift CV1 cooperating a Leap Motion controller, a hand movement and gesture detection device which help users easily design, arrange, and move 3D objects (furniture) in the virtual environment. There are three main functionalities of the application. First, creating a floor plan to define an interior design area. Second, placing the furniture on the scene, which they cannot be overlapped. Third, user movement can be done by the virtual joystick controlled by hand movement. When the design is not complete, the user can save his/her work in XML format in order to work on the design later. Once the design is finished, the user can capture a bird's eye view of the work for better understanding between designers and customers. The performance evaluation of the application can be categorized into two groups: 1) Quantitative method: by assigning tasks to the tester users in order to evaluate the application in learnability aspect. 2) Qualitative method: using Bipolar Laddering (BLA), a participatory subjective exploration method on user experience, to find strengths and weaknesses of the application. The result of the evaluation shows that the average score of learnability is 4.58 out of 5.0 which means that the users would be able to create a floor plan and place furniture as they wish easily on the scene. The application gives the users more realistic view, and the design output can be used in the real world.
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