XR 中 "凝视+按压 "交互的设计原则和挑战

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Ken Pfeuffer, Hans Gellersen, Mar Gonzalez-Franco
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引用次数: 0

摘要

扩展现实(XR)头戴式设备的一个关键目标是在三维空间中实现自然交互,而非传统的键盘、鼠标和触摸屏。随着苹果 Vision Pro 的发布,一种新颖的交互模式现已广泛应用,用户可以通过眼手结合的方式无缝浏览内容。然而,由于这些模式的动态特性以及缺乏既定的原则和标准,它们的融合带来了独特的设计挑战。在本文中,我们将根据人窶田计算机交互领域的眼-手研究,介绍凝视+捏合交互技术的五项设计原则和问题。设计原则包括对可用性至关重要的分工和极简计时等机制,以及对物体操作、间接交互和拖放的增强。无论是在设计、技术还是研究领域,这一探索都为驾驭不断发展的三维交互领域提供了宝贵的视角。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design Principles and Challenges for Gaze + Pinch Interaction in XR
For Extended Reality (XR) headsets, a key aim is the natural interaction in 3-D space beyond what traditional methods of keyboard, mouse, and touchscreen can offer. With the release of the Apple Vision Pro, a novel interaction paradigm is now widely available where users seamlessly navigate content through the combined use of their eyes and hands. However, blending these modalities poses unique design challenges due to their dynamic nature and the absence of established principles and standards. In this article, we present five design principles and issues for the Gaze + Pinch interaction technique, informed by eye-hand research in the human窶田omputer interaction field. The design principles encompass mechanisms like division of labor and minimalistic timing, which are crucial for usability, alongside enhancements for the manipulation of objects, indirect interactions, and drag & drop. Whether in design, technology, or research domains, this exploration offers valuable perspectives for navigating the evolving landscape of 3-D interaction.
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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