LapTouch

IF 3.6 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS
Tzu-Wei Mi, Jia-Jun Wang, Liwei Chan
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引用次数: 0

摘要

坐着时使用虚拟现实是很常见的,但除了使用控制器或手势之外,关于坐着互动的研究还很少。这项工作介绍了LapTouch,它利用膝盖作为触摸界面,包括两个用户研究,以告知使用带有视觉反馈的膝盖指导用户触摸的直接和间接触摸交互的设计,以及不向用户提供这种视觉反馈的无眼交互。第一项研究表明,直接交互可以提供有效的布局,准确率高达95%,布局为4×4,完成时间更短,而间接交互可以提供有效的布局,布局为4×5,但完成时间更长。考虑到用户体验,显示4行和5列布局不受欢迎,建议使用直接和间接交互,最大限度地使用3×4布局。根据第二项研究,增加与支持向量机(SVM)的无眼交互允许具有广义模型的2×2布局和具有个性化模型的2×2, 2×3和3×2布局。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
LapTouch
Use of virtual reality while seated is common, but studies on seated interaction beyond the use of controllers or hand gestures have been sparse. This work present LapTouch, which makes use of the lap as a touch interface and includes two user studies to inform the design of direct and indirect touch interaction using the lap with visual feedback that guides the user touch, as well as eye-free interaction in which users are not provided with such visual feedback. The first study suggests that direct interaction can provide effective layouts with 95% accuracy with up to a 4×4 layout and a shorter completion time, while indirect interaction can provide effective layouts with up to a 4×5 layout but a longer completion time. Considering user experience, which revealed that 4-row and 5-column layouts are not preferred, it is recommended to use both direct and indirect interaction with a maximum of a 3×4 layout. According to the second study, increasing the eye-free interaction with support vector machine (SVM) allows for a 2×2 layout with a generalized model and 2×2, 2×3 and 3×2 layouts with personalized models.
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来源期刊
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies Computer Science-Computer Networks and Communications
CiteScore
9.10
自引率
0.00%
发文量
154
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