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Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays
IEEE Transactions on Visualization and Computer Graphics
|October 2, 2023
Summary
Gaze and controller pointing are faster than head pointing in virtual reality (VR) for selecting targets. Performance is affected by screen width, target size, and location knowledge, with implications for VR interaction design.
Area of Science:
- Human-Computer Interaction
- Virtual Reality
- Usability Engineering
Background:
- Existing head-mounted virtual reality (VR) studies often assume targets are always visible.
- Dynamic target revelation in VR presents unique interaction challenges.
- Understanding input modality performance is crucial for immersive VR applications.
Purpose of the Study:
- To compare pointing and selection performance using gaze, head, and controller input in VR.
- To investigate the impact of field of view, target characteristics, and location knowledge on input modality performance.
- To evaluate the applicability of existing pointing models to different input methods in VR.
Main Methods:
- A head-mounted virtual reality study was conducted.
- Participants performed selection tasks with dynamically revealed targets using gaze, head, and controller pointing.
- Factors manipulated included screen width (field of view), target amplitude and width, and prior knowledge of target location.
Main Results:
- Gaze and controller pointing were significantly faster than head pointing.
- Increased screen width improved performance up to a point.
- Existing two-component pointing models were suitable for all modalities, with specific differences noted for gaze performance with known versus unknown target locations.
Conclusions:
- Gaze and controller pointing offer superior performance over head pointing for dynamic target selection in VR.
- Field of view, target properties, and location predictability significantly influence VR interaction efficiency.
- The findings provide empirical data to inform the design of more effective VR input systems, especially for applications with dynamic or peripheral interactions.
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