Comparing the Fidelity of Contemporary Pointing with Controller Interactions on Performance of Personal Space Target Selection

Comparing the Fidelity of Contemporary Pointing with Controller Interactions on Performance of Personal Space Target Selection
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DOI:
10.1109/ismar55827.2022.00056
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发表时间:
2022-10
期刊:
2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
影响因子:
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通讯作者:
Sabarish V. Babu;Hsiao-Chuan Huang;Robert J. Teather;Jung-Hong Chuang
Sabarish V. Babu;Hsiao-Chuan Huang;Robert J. Teather;Jung-Hong Chuang
中科院分区:
其他
文献类型:
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作者:
Sabarish V. Babu;Hsiao-Chuan Huang;Robert J. Teather;Jung-Hong Chuang

文献摘要

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本研究的目的是提供急需的经验数据,说明基于指向隐喻的流行手势的保真度与基于商品控制器的输入如何影响VR中用户在个人空间交互中空间选择的效率和速度-准确性权衡。我们进行了两个实验,参与者在个人空间中选择一个圆形的球形目标,或者在他们的最大手臂可以到达的距离内选择近场目标。这两个实验都要求参与者用VR控制器或惯用手的食指来选择目标,用两种流行的当代跟踪方法之一来跟踪。在第一个实验中,将目标按照ISO 9241-9菲茨定律标准排列成一个平面圆,仿真中选择3个目标幅值和3个目标宽度的随机组合。目标被放置在用户眼睛水平的中心,并被放置在用户最大手臂到达的60%,75%或90%的深度平面上。实验2在一个试验集中13个目标的相同配置中,目标深度从一个深度平面随机变化到另一个深度平面,类似于近场中不同深度平面的分层菜单按钮选择任务。该研究使用HTC Vive头戴式显示器进行,并使用VR控制器(HTC Vive),低保真虚拟指向(Leap Motion)或高保真虚拟指向(跟踪VR手套)条件。我们的研究结果显示,低保真度的指向比高保真度的指向和VR控制器表现得更差。总的来说,与中间和更近的距离相比,在接近最大武器到达的深度平面上,目标选择性能更差。
The goal of this research is to provide much needed empirical data on how the fidelity of popular hand gesture tracked based pointing metaphors versus commodity controller based input affects the efficiency and speed-accuracy tradeoff in users’ spatial selection in personal space interactions in VR. We conduct two experiments in which participants select spherical targets arranged in a circle in personal space, or near-field within their maximum arms reach distance, in VR. Both experiments required participants to select the targets with either a VR controller or with their dominant hand’s index finger, which was tracked with one of two popular contemporary tracking methods. In the first experiment, the targets are arranged in a flat circle in accordance with the ISO 9241-9 Fitts’ law standard, and the simulation selected random combinations of 3 target amplitudes and 3 target widths. Targets were placed centered around the users’ eye level, and the arrangement was placed at either 60%, 75%, or 90% depth plane of the users’ maximum arm’s reach. In experiment 2, the targets varied in depth randomly from one depth plane to another within the same configuration of 13 targets within a trial set, which resembled button selection task in hierarchical menus in differing depth planes in the near-field. The study was conducted using the HTC Vive head-mounted display, and used either a VR controller (HTC Vive), low-fidelity virtual pointing (Leap Motion), or a high-fidelity virtual pointing (tracked VR glove) conditions. Our results revealed that low-fidelity pointing performed worse than both high-fidelity pointing and the VR controller. Overall, target selection performance was found to be worse in depth planes closer to the maximum arms reach, as compared to middle and nearer distances.