用户体验手臂远端振动触觉反馈与虚拟和物理显示器的交互作用

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
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引用次数: 0

摘要

摘要 触觉反馈是我们在物理世界中日常互动的自然组成部分,在虚拟环境中需要精心设计。然而,由于虚拟环境中使用的输入/输出技术各不相同,从操纵杆到控制器、手套、臂带和背心,反馈位置可能从指尖到手指、手掌和手臂。在这项工作中,我们报告了当振动反馈传递到手指、手腕和前臂时,用户与虚拟显示器进行触摸交互的体验。在首次对照实验中,14 名参与者通过头戴式设备与虚拟显示器进行了互动,我们报告了用户体验,其特点是高感知愉悦度、自信度、效率和整合度,以及低感知分心度、难度和困惑度。此外,我们还强调,与手臂上的其他位置或通过 VR 控制器获得的反馈相比,参与者更喜欢手指上的振动触觉反馈。在对 14 名新参与者和物理触摸屏进行的后续实验中,我们发现了类似的对手指的偏好,同时还发现了自我报告体验中的具体细微差别,这在第一次使用虚拟显示屏的实验中没有观察到。总之,我们的研究结果表明,在与虚拟和物理显示器进行交互时,如果有远端振动触觉反馈,用户体验会比完全没有振动时更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displays

Abstract

Haptic feedback, a natural component of our everyday interactions in the physical world, requires careful design in virtual environments. However, feedback location can vary from the fingertip to the finger, hand, and arm due to heterogeneous input/output technology used for virtual environments, from joysticks to controllers, gloves, armbands, and vests. In this work, we report on the user experience of touch interaction with virtual displays when vibrotactile feedback is delivered on the finger, wrist, and forearm. In a first controlled experiment with fourteen participants and virtual displays rendered through a head-mounted device, we report a user experience characterized by high perceived enjoyment, confidence, efficiency, and integration as well as low perceived distraction, difficulty, and confusion. Moreover, we highlight participants’ preferences for vibrotactile feedback on the finger compared to other locations on the arm or through the VR controller, respectively. In a follow-up experiment with fourteen new participants and physical touchscreens, we report a similar preference for the finger, but also specific nuances of the self-reported experience, not observed in the first experiment with virtual displays. Overall, our results depict an enhanced user experience when distal vibrotactile feedback is available over no vibrations at all during interactions with virtual and physical displays, for which we propose future work opportunities for augmented interactions in virtual worlds.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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