移动增强现实游戏的选择技术评价

Leonardo Pavanatto Soares, S. Musse, M. Pinho, Jean Bertin Boussu
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引用次数: 2

摘要

选择是人类最基本的任务之一。在虚拟现实(VR)中,已经提出了许多交互技术来处理这类任务。它们可以基于不同的隐喻,这些隐喻定义了如何执行交互。然而,目前还不清楚这些不同的隐喻在增强现实(AR)下的表现。我们进行了两个实验来评估其中的两种交互技术。一个是基于指向的隐喻,另一个是基于表面互动的隐喻。为了实现这一结果,我们开发了一个游戏原型,用户必须应用选择技术来达到目标并获胜。我们评估了两种不同类型的设备和两种类型的人群模拟(有和没有群集行为)在用户交互中的影响。该场景允许用户从概述的角度轻松地在场景中导航。我们在变量之间进行了双向方差分析,发现基于表面交互隐喻的技术允许用户在最短的时间内选择多个对象。然而,基于指向隐喻的技术具有更高的准确性。此外,这两种技术在具有群集行为的人群中表现更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluation of Selection Techniques on a Mobile Augmented Reality Game
Selection is one of the most fundamental tasks performed by humans. In Virtual Reality (VR), a number of interaction techniques have been proposed to deal with this type of task. They can be based on different metaphors, that define how the interaction is performed. However, it is still not clear how these different metaphors perform under Augmented Reality (AR). We performed two experiments to evaluate two of those interaction techniques. One was based on a pointing metaphor, and the other on a surface interaction metaphor. To achieve this result, a game prototype was developed, where users had to apply the selection techniques to reach a goal and win. We evaluated the impact of two different types of devices and two types of crowd simulation (with and without flocking behavior) in the user interaction. The scenario allowed the user to easily navigate around the scene from an overview perspective. We performed a two-way ANOVA between the variables and found that the technique based on surface interaction metaphor allowed the users to select multiple objects in the shortest amount of time. However, the technique based on pointing metaphor had a higher accuracy. Moreover, both techniques performed better with a crowd with flocking behavior.
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