随着人们对虚拟现实的兴趣日益浓厚,以及可用设备的快速发展和改进,交互的新特性也越来越多。其中一个正在变得非常流行的是手动跟踪,这是一种在虚拟世界中代替控制器进行交互的想法。本实验的目的是比较不同的互动类型在VR使用控制器或手跟踪。参与者必须玩两款简单的VR游戏,其中包含各种不同类型的任务——抓取物体或输入数字。在游戏中,他们使用不同的手和控制器的可视化交互。本研究的重点是调查这两个简单任务的不同交互(控制器和手跟踪)的用户体验。结果显示,不同的交互类型在统计上显著影响报告情绪与自我评估人体模型(SAM),其中的手跟踪参与者感觉较高的价,但较低的唤醒和支配。此外,据报道,任务类型的抓取更现实,参与者体验到更高的存在。令人惊讶的是,参与者对与控制器的交互类型进行了评分,其中手和控制器在统计上都是最受欢迎的。最后,用系统可用性量表(SUS)对这两项任务的手跟踪进行评分,并对任务类型的手跟踪进行统计上显著的可用性评分。这些结果可以推动进一步的研究,从长远来看,有助于为任务选择最匹配的交互模式。
原文题目:Influence of Hand Tracking as a way of Interaction in Virtual Reality on User Experience
原文:With the rising interest in Virtual Reality and the fast development and improvement of available devices, new features of interactions are becoming available. One of them that is becoming very popular is hand tracking, as the idea to replace controllers for interactions in virtual worlds. This experiment aims to compare different interaction types in VR using either controllers or hand tracking. Participants had to play two simple VR games with various types of tasks in those games - grabbing objects or typing numbers. While playing, they were using interactions with different visualizations of hands and controllers. The focus of this study was to investigate user experience of varying interactions (controller vs. hand tracking) for those two simple tasks. Results show that different interaction types statistically significantly influence reported emotions with Self-Assessment Manikin (SAM), where for hand tracking participants were feeling higher valence, but lower arousal and dominance. Additionally, task type of grabbing was reported to be more realistic, and participants experienced a higher presence. Surprisingly, participants rated the interaction type with controllers where both where hands and controllers were visualized as statistically most preferred. Finally, hand tracking for both tasks was rated with the System Usability Scale (SUS) scale, and hand tracking for the task typing was rated as statistically significantly more usable. These results can drive further research and, in the long term, contribute to help selecting the most matching interaction modality for a task.
原文作者:Jan-Niklas Voigt-Antons, Tanja Kojić, Danish Ali, Sebastian Möller
原文链接:https://arxiv.org/abs/2004.12642
手控跟踪作为虚拟现实交互方式对用户体验的影响.pdf ---来自腾讯云社区的---用户6869393
微信扫一扫打赏
支付宝扫一扫打赏