3DUI spaces

Paper session

会議の名前
CHI 2020
Performance and Experience of Throwing in Virtual Reality
要旨

Throwing is a fundamental movement in many sports and games. Given this, accurate throwing in VR applications today is surprisingly difficult. In this paper we explore the nature of the difficulties of throwing in VR in more detail. We present the results of a user study comparing throwing in VR and in the physical world. In a short pre-study with 3 participants we determine an optimal number of throwing repetitions for the main study by exploring the learning curve and subjective fatigue of throwing in VR. In the main study, with 12 participants, we find that throwing precision and accuracy in VR are lower particularly in the distance and height dimensions. It also requires more effort and exhibits different kinematic patterns.

キーワード
Throwing
Virtual Reality
User Study
著者
Tim Zindulka
University of Bayreuth, Bayreuth, Germany
Myroslav Bachynskyi
Bayreuth University, Bayreuth, Germany
Jörg Müller
University of Bayreuth, Bayreuth, Germany
DOI

10.1145/3313831.3376639

論文URL

https://doi.org/10.1145/3313831.3376639

動画
Understanding the Heisenberg Effect of Spatial Interaction: A Selection Induced Error for Spatially Tracked Input Devices
要旨

Virtual and augmented reality head-mounted displays (HMDs) are currently heavily relying on spatially tracked input devices (STID) for interaction. These STIDs are all prone to the phenomenon that a discrete input (e.g. button press) will disturb the position of the tracker, resulting in a different selection point during ray-cast interaction (Heisenberg Effect of Spatial Interaction). Besides the knowledge of its existence, there is currently a lack of a deeper understanding of its severity, structure and impact on throughput and angular error during a selection task. In this work, we present a formal evaluation of the Heisenberg effect and the impact of body posture, arm position and STID degrees of freedom on its severity. In a Fitt's Law inspired user study (N=16), we found that the Heisenberg effect is responsible for 30.45% of the overall errors occurring during a pointing task, but can be reduced by 25.4% using a correction function.

キーワード
pointing
VR
STID
Heisenberg Effect
selection
correction
offset
著者
Dennis Wolf
Ulm University, Ulm, Germany
Jan Gugenheimer
Ulm University, Ulm, Germany
Marco Combosch
Ulm University, Ulm, Germany
Enrico Rukzio
Ulm University, Ulm, Germany
DOI

10.1145/3313831.3376876

論文URL

https://doi.org/10.1145/3313831.3376876

Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality Experiences
要旨

We introduce VR Strider, a novel locomotion user interface (LUI) for seated virtual reality (VR) experiences, which maps cycling biomechanics of the user's legs to virtual walking movements. The core idea is to translate the motion of pedaling on a mini exercise bike to a corresponding walking animation of a virtual avatar while providing audio-based tactile feedback on virtual ground contacts. We conducted an experiment to evaluate the LUI and our novel anchor-turning rotation control method regarding task performance, spatial cognition, VR sickness, sense of presence, usability and comfort in a path-integration task. The results show that VR Strider has a significant positive effect on the participants' angular and distance estimation, sense of presence and feeling of comfort compared to other established locomotion techniques, such as teleportation and joystick-based navigation. A confirmatory study further indicates the necessity of synchronized avatar animations for virtual vehicles that rely on pedalling.

キーワード
Embodied Interaction
Input Techniques
Virtual Reality
Locomotion
著者
Jann Philipp Freiwald
Universität Hamburg, Hamburg, Germany
Oscar Ariza
Universität Hamburg, Hamburg, Germany
Omar Janeh
Universität Hamburg, Hamburg, Germany
Frank Steinicke
Universität Hamburg, Hamburg, Germany
DOI

10.1145/3313831.3376574

論文URL

https://doi.org/10.1145/3313831.3376574

動画
"In VR, everything is possible!": Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality
要旨

We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-less display tiles. Design ideas can be rapidly iterated without restrictions by the number, size, or shape and availability of devices or sensors in the lab. To understand the potentials and challenges of designing in VR, we conducted a user study with 12 interaction designers. As their tool, they used a custom-built virtual design environment with finger tracking and physics simulations for natural interactions with virtual devices and objects. Our study identified the designers' experience of space in relation to their own bodies and playful design explorations as key opportunities. Key challenges were the complexities of building a usable yet versatile VR-based "World Editor".

キーワード
Interactive Spaces
Spatial Awareness
Interaction Design
Virtual Reality
Design tools
Sketching
Prototyping
Simulation
著者
Hans-Christian Jetter
University of Applied Sciences Upper Austria, Hagenberg, Austria
Roman Rädle
Aarhus University, Aarhus, Denmark
Tiare Feuchtner
Aarhus University, Aarhus, Denmark
Christoph Anthes
University of Applied Sciences Upper Austria, Hagenberg, Austria
Judith Friedl
University of Applied Sciences Upper Austria, Hagenberg, Austria
Clemens Nylandsted Klokmose
Aarhus University, Aarhus, Denmark
DOI

10.1145/3313831.3376652

論文URL

https://doi.org/10.1145/3313831.3376652

動画
Getting out of Out of Sight: Evaluation of AR Mechanisms for Awareness and Orientation Support in Occluded Multi-Room Settings
要旨

Augmented Reality can provide orientation and awareness in situations in which objects or people are occluded by physical structures. This is relevant for many situations in the workplace, where objects are scattered across rooms and people are out of sight. While several AR mechanisms have been proposed to provide awareness and orientation in these situations, little is known about their effect on people's performance when searching objects and coordinating with each other. In this paper, we compare three AR based mechanisms (map, x-ray, compass) according to their utility, usability, social presence, task load and users' preferences. 48 participants had to work together in groups of four to find people and objects located around different rooms. Results show that map and x-ray performed best but provided least social presence among participants. We discuss these and other observations as well as potential impacts on designing AR awareness and orientation support.

キーワード
AR
orientation support
awareness
occlusion
cooperation
coordination
social presence
著者
Niklas Osmers
Clausthal University of Technology, Clausthal-Zellerfeld, Germany
Michael Prilla
Clausthal University of Technology, Clausthal-Zellerfeld, Germany
DOI

10.1145/3313831.3376742

論文URL

https://doi.org/10.1145/3313831.3376742