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A Lack of Restraint: Comparing Virtual Reality Interaction Techniques for Constrained Transport Seating
IEEE Transactions on Visualization and Computer Graphics
|April 7, 2023
Summary
Linear Gain best adapted virtual reality (VR) interaction techniques for travel, offering similar performance to home use. However, it caused more boundary violations and arm movements in constrained spaces.
Area of Science:
- Human-Computer Interaction
- Virtual Reality
- User Experience Design
Background:
- Standalone virtual reality (VR) headsets are usable during travel but constrained spaces limit user interaction.
- Limited physical space increases risks of invading personal space or hitting objects, hindering use of most commercial VR applications.
- Current VR applications are designed for unobstructed 1-2m 360° home environments.
Purpose of the Study:
- Investigate adaptation of three at-a-distance VR interaction techniques for constrained transport spaces.
- Equalize interaction capabilities between at-home and on-transport VR users.
- Evaluate Linear Gain, Gaze-Supported Remote Hand, and AlphaCursor for VR movement inputs.
Main Methods:
- Analyzed commercial VR experiences to identify common movement inputs.
- Developed gamified tasks based on identified movement inputs.
- Conducted a user study (N=16) in a constrained 50x50cm space, comparing three techniques against an at-home control condition.
Main Results:
- Linear Gain demonstrated similar performance and user experience to the at-home condition.
- Linear Gain resulted in more boundary violations and larger arm movements.
- AlphaCursor minimized unsafe movements but showed poorer performance and user experience.
Conclusions:
- Linear Gain is the most effective technique for adapting VR to constrained travel spaces.
- Trade-offs exist between performance, safety, and user experience with different techniques.
- Eight guidelines are provided for at-a-distance techniques in constrained environments.

