Julia Galán Serrano , Francisco Felip-Miralles , Almudena Palacios-Ibáñez
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Therefore, this paper offers a study in which 95 people evaluated three VPs of street furniture presented in their environment of use using Meta Quest Pro headset and explored through teleport and natural walking. The influence of the locomotion techniques on the ratings recorded using a semantic differential, sense of presence, cybersickness, and the role of eye-tracking in understanding gaze behavior while evaluating products' Areas of Interest (AOIs), are investigated. This study found no evidence that the way of approaching the product influences the evaluation of some of its features, overall product evaluation, confidence in responses, sense of presence, or cybersickness differently. On the other hand, this work evidences that the locomotion technique had an impact on how the user approached the products, which could significantly influence the viewing time of some AOIs. The study revealed that the most observed AOIs coincided with those parts closely related to important features, generally located at the top of the products, so paying special attention to these parts when designing and evaluating similar VPs is recommended.</p></div>","PeriodicalId":55219,"journal":{"name":"Computers in Industry","volume":"163 ","pages":"Article 104149"},"PeriodicalIF":8.2000,"publicationDate":"2024-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0166361524000770/pdfft?md5=d398aafb367f389fc5407079f358764e&pid=1-s2.0-S0166361524000770-main.pdf","citationCount":"0","resultStr":"{\"title\":\"Examining the effect of locomotion techniques on virtual prototype assessment: Gaze analysis using a Head-Mounted Display\",\"authors\":\"Julia Galán Serrano , Francisco Felip-Miralles , Almudena Palacios-Ibáñez\",\"doi\":\"10.1016/j.compind.2024.104149\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Improvements in the performance and graphical quality of Head-Mounted Displays (HMDs) have led to their increasing use in Virtual Reality (VR) for product presentation and virtual prototype (VP) evaluations. 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引用次数: 0
摘要
头戴式显示器(HMD)的性能和图形质量不断提高,使其在虚拟现实(VR)中越来越多地用于产品展示和虚拟原型(VP)评估。VR 中的各种运动技术使在虚拟场景中移动和接近 VP 以进行评估成为可能。最近的 HMD 集成了眼动跟踪设备,可以在评估过程中报告观察者的轨迹和注视行为,通常比自我报告问卷更加客观。然而,很少有研究使用生理测量方法对嵌入 VR 环境的产品进行评估。因此,本文提供了一项研究,其中 95 人使用 Meta Quest Pro 头显,通过远距传物和自然行走对展示在其使用环境中的三种街道家具 VP 进行了评估。研究调查了运动技术对语义差分法记录的评分、临场感、晕机感的影响,以及眼动跟踪在评估产品的兴趣区(AOI)时对理解注视行为的作用。研究发现,没有证据表明接近产品的方式会影响对产品某些功能的评价、对产品的总体评价、对反应的信心、临场感或晕机感。另一方面,这项工作证明,移动技术对用户接近产品的方式有影响,这可能会显著影响某些 AOI 的观看时间。研究表明,观察到最多的 AOI 与那些与重要功能密切相关的部分相吻合,一般都位于产品的顶部,因此建议在设计和评估类似虚拟主机时特别注意这些部分。
Examining the effect of locomotion techniques on virtual prototype assessment: Gaze analysis using a Head-Mounted Display
Improvements in the performance and graphical quality of Head-Mounted Displays (HMDs) have led to their increasing use in Virtual Reality (VR) for product presentation and virtual prototype (VP) evaluations. Various locomotion techniques in VR make it possible to move through a virtual scenario and approach the VP for evaluation purposes. The integration of eye-tracking devices into recent HMDs allows the trajectory and gaze behavior of observers to be reported during the evaluation, often more objectively than self-report questionnaires. However, very few studies have used physiological measures for the evaluation of products embedded in VR environments. Therefore, this paper offers a study in which 95 people evaluated three VPs of street furniture presented in their environment of use using Meta Quest Pro headset and explored through teleport and natural walking. The influence of the locomotion techniques on the ratings recorded using a semantic differential, sense of presence, cybersickness, and the role of eye-tracking in understanding gaze behavior while evaluating products' Areas of Interest (AOIs), are investigated. This study found no evidence that the way of approaching the product influences the evaluation of some of its features, overall product evaluation, confidence in responses, sense of presence, or cybersickness differently. On the other hand, this work evidences that the locomotion technique had an impact on how the user approached the products, which could significantly influence the viewing time of some AOIs. The study revealed that the most observed AOIs coincided with those parts closely related to important features, generally located at the top of the products, so paying special attention to these parts when designing and evaluating similar VPs is recommended.
期刊介绍:
The objective of Computers in Industry is to present original, high-quality, application-oriented research papers that:
• Illuminate emerging trends and possibilities in the utilization of Information and Communication Technology in industry;
• Establish connections or integrations across various technology domains within the expansive realm of computer applications for industry;
• Foster connections or integrations across diverse application areas of ICT in industry.