Several group navigation techniques enable a single navigator to control travel for all group members simultaneously in social virtual reality. A key aspect of this process is the ability to rearrange the group into a...
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ISBN:
(纸本)9798350374490;9798350374506
Several group navigation techniques enable a single navigator to control travel for all group members simultaneously in social virtual reality. A key aspect of this process is the ability to rearrange the group into a new formation to facilitate the joint observation of the scene or to avoid obstacles on the way. However, the question of how users should be distributed within the new formation to create an intuitive transition that minimizes disruptions of ongoing social activities is currently not explored. In this paper, we begin to close this gap by introducing four user placement strategies based on mathematical considerations, discussing their benefits and drawbacks, and sketching further novel ideas to approach this topic from different angles in future work. Our work, therefore, contributes to the overarching goal of making group interactions in social virtual reality more intuitive and comfortable for the involved users.
Immersive Analytics(IA), has been broadly used as an emerging technology in fields including Flow Field, Network Visualization, Volume Visualization, etc. The interaction methods are categorized into handle device and...
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ISBN:
(纸本)9798350348392
Immersive Analytics(IA), has been broadly used as an emerging technology in fields including Flow Field, Network Visualization, Volume Visualization, etc. The interaction methods are categorized into handle device and non-contact gestures, etc. In non-contact gestures, the peculiar attributes of the domain data and the subjective factors of the developers cause some variation in gesture actions across data domains. Through our investigation, we believe that there exist generic features of gesture actions across domains, including rotate and move gestures bound by interactionparadigms. Therefore, we proposed a generic model of non-contact gesture interaction to ensure data domain independence;we anticipate that the model can be efficiently adapted to multiple types of data domains in IA, We presented a gesture comfort evaluation model with micro-expressions to develop a gesture action set, introduced a gesture interactiondesign based on WYTIWYG (What You Touch Is What You Get) concept, defined a generic gesture interaction mechanism to prevent functional dependency, and implemented a non-contact generic gesture action paradigm for immersive environments. Subsequently, we recruited 30 participants to evaluate the three cases and recorded their micro-expressions. Finally, the micro-expressions were analyzed and a questionnaire survey was performed, the outcomes of the micro-expressions assessment were further cross-validated with the gesture evaluation model to confirm the validity of the proposed general model.
Eye-tracking enabled virtual reality (VR) headsets have recently become more widely available. This opens up opportunities to incorporate eye gaze interaction methods in VR applications. However, studies on the fatigu...
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ISBN:
(纸本)9781665401586
Eye-tracking enabled virtual reality (VR) headsets have recently become more widely available. This opens up opportunities to incorporate eye gaze interaction methods in VR applications. However, studies on the fatigue-induced performance fluctuations of these new input modalities are scarce and rarely provide a direct comparison with established interaction methods. We conduct a study to compare the selection-interaction performance between commonly used handheld motion control devices and emerging eye interaction technology in VR. We investigate each interaction's unique fatigue progression pattern in study sessions with ten minutes of continuous engagement. The results support and extend previous findings regarding the progression of fatigue in eye-tracked interaction over prolonged periods. By directly comparing gaze- with motion-controlled interaction, we put the emerging eye-trackers into perspective with the state-of-the-art interaction method for immersive space. We then discuss potential implications for future extended reality (XR) interactiondesign based on our findings.
Elicitation and evaluation studies investigated intuitiveness of touchless gestures but did not operationalize intuitiveness. For example, studies found that users fail to make accurate 3D strokes as interaction comma...
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Elicitation and evaluation studies investigated intuitiveness of touchless gestures but did not operationalize intuitiveness. For example, studies found that users fail to make accurate 3D strokes as interaction commands. But this phenomenon remains unexplained. In this paper, we first explain how making accurate 3D strokes is generally unintuitive, because it exceeds our sensorimotor knowledge. We then introduce motor-intuitive, touchless interaction that uses sensorimotor knowledge by relying on image schemas. Specifically, we propose an interaction primitive-mid-air, directional strokes-based on space schemas up-down and left-right. In a controlled study with large displays, we found that biomechanical factors affected directional strokes. Strokes were efficient (0.2 s) and effective (12.5 degrees angular error), but affected by directions and length. Our work operationalized intuitive touchless interaction using the continuum of knowledge in intuitive interaction, and demonstrated how user performance of a motor-intuitive, touchless primitive based on sensorimotor knowledge (image schemas) is affected by biomechanical factors.
Research into intuitive interaction often builds on the development of a definition and clear-cut criteria. The present paper suggests an alternative, more phenomenological approach. In line with the User Experience p...
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Research into intuitive interaction often builds on the development of a definition and clear-cut criteria. The present paper suggests an alternative, more phenomenological approach. In line with the User Experience perspective, we focus on the experiential phenomenon and subjective feelings related to intuitive interaction. Our analysis makes use of insights from psychological research on intuitive decision-making and user research in Human-Computer interaction. As a result, we suggest four components of intuitive interaction (Gut Feeling, Verbalizability, Effortlessness, Magical Experience) and a research framework of relevant influencing factors. Given that intuitive interaction relies on the transfer of previously acquired knowledge, one suggested influencing factor is the domain transfer distance, i.e. the distance between the application domain and the source domain of transferred prior knowledge. Our theoretical model assumes a differential effect of the domain transfer distance on the four components of intuitive interaction. An empirical study (n = 152) substantiates the suggested components and theoretical considerations on the special effect of the domain transfer distance. As assumed, Gut Feeling, Verbalizability, Effortlessness and Magical Experience were all relevant for participants' subjective understanding of intuitive interaction. In line with our model of domain transfer distance, usage scenarios with higher transfer distance were perceived as better representatives of intuitive interaction and characterized by Gut Feeling/Magical Experience, whereas lower transfer distance scenarios were characterized by Verbalizability/Effortlessness. The present paper offers a number of contributions for research and design. Besides providing a better understanding of the phenomenon of intuitive interaction and underlying mechanisms, we discuss how design can profit from these insights (e.g. specification of the desired experience, design for innovation). Limit
Characterised by the increased spread of technology out of workplaces and into public spaces and homes, the so-called third-wave of human-computer interaction has placed greater focus on scenarios that are socially si...
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Characterised by the increased spread of technology out of workplaces and into public spaces and homes, the so-called third-wave of human-computer interaction has placed greater focus on scenarios that are socially situated, context dependent and not necessarily task oriented. This movement has led to studies investigating how people interact with digital applications in public spaces, but the discussion of intuitive interaction thus far has not been extended to this new realm of user interfaces. designing for intuitive interaction in public spaces differs from traditional digital applications due to the inherently fluid social nature and often large-scale character of urban interventions. This article discusses the design of interaction for public spaces, based on applications we developed along the years, contrasted to similar endeavours elsewhere. We analyse them through the lens of frameworks for intuitive interactions and derive a series of strategies towards designing for immediate use and high crowd turnaround in urban interventions.
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