在头部显示器中比较视线,头部和控制器选择动态显示的目标
IEEE transactions on visualization and computer graphics
|October 2, 2023
概括
视线和控制器指向的速度比虚拟现实 (VR) 中的头部指向更快,用于选择目标. 性能受到屏幕宽度,目标大小和位置知识的影响,这对VR交互设计有影响.
科学领域:
- 人与计算机的交互
- 虚拟现实 虚拟现实 虚拟现实
- 可用性工程可用性工程
背景情况:
- 现有的头戴式虚拟现实 (VR) 研究通常假设目标总是可见的.
- 在VR中的动态目标发现带来了独特的交互挑战.
- 了解输入模式性能对于沉浸式VR应用至关重要.
研究的目的:
- 在VR中使用视线,头部和控制器输入来比较指针和选择性能.
- 调查视野,目标特征和位置知识对输入模式性能的影响.
- 评估现有指向模型对VR中的不同输入方法的适用性.
主要方法:
- 进行了一项装在头部的虚拟现实研究.
- 参与者执行了选择任务,使用目光,头部和控制器指向动态显示的目标.
- 操纵的因素包括屏幕宽度 (视野),目标幅度和宽度,以及对目标位置的预先了解.
主要成果:
- 凝视和控制器指向比指向头部要快得多.
- 增加屏幕宽度提高了性能,直到一个点.
- 现有的双组件指针模型适用于所有模式,在已知与未知目标位置的视线性能方面指出了特定的差异.
结论:
- 视线和控制器指向在VR中为动态目标选择提供了比头部指向更高的性能.
- 视野,目标属性和位置可预测性显著影响VR交互效率.
- 这些发现提供了经验数据,以告知更有效的VR输入系统的设计,特别是对于具有动态或外围交互的应用.
相关概念视频
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