Interaction and Input in Immersive Environments

会議の名前
CHI 2024
Spatial Gaze Markers: Supporting Effective Task Switching in Augmented Reality
要旨

Task switching can occur frequently in daily routines with physical activity. In this paper, we introduce Spatial Gaze Markers, an augmented reality tool to support users in immediately returning to the last point of interest after an attention shift. The tool is task-agnostic, using only eye-tracking information to infer distinct points of visual attention and to mark the corresponding area in the physical environment. We present a user study that evaluates the effectiveness of Spatial Gaze Markers in simulated physical repair and inspection tasks against a no-marker baseline. The results give insights into how Spatial Gaze Markers affect user performance, task load, and experience of users with varying levels of task type and distractions. Our work is relevant to assist physical workers with simple AR techniques and render task switching faster with less effort.

著者
Mathias N.. Lystbæk
Aarhus University, Aarhus, Denmark
Ken Pfeuffer
Aarhus University, Aarhus, Denmark
Tobias Langlotz
University of Otago, Dunedin, New Zealand
Jens Emil Sloth. Grønbæk
Aarhus University, Aarhus, Denmark
Hans Gellersen
Lancaster University, Lancaster, United Kingdom
論文URL

doi.org/10.1145/3613904.3642811

動画
The RayHand Navigation: A Virtual Navigation Method with Relative Position between Hand and Gaze-Ray
要旨

In this paper, we introduce a novel Virtual Reality (VR) navigation method using gaze ray and hand, named RayHand navigation. It supports controlling navigation speed and direction by quickly indicating the initial direction using gaze and then using dexterous hand movement for controlling the speed and direction based on the relative position between the gaze ray and user’s hand. We conducted a user study comparing our approach to the head-hand and torso-leaning-based navigation methods, and also evaluated their learning effect. The results showed that the RayHand and head-hand navigations were less physically demanding than the torso-leaning navigation, and the RayHand supported rich navigation experience with high hedonic quality and solved the issue of the user unintentionally stepping out from the designated interaction area. In addition, our approach showed a significant improvement over time with a learning effect.

著者
Sei Kang
Chonnam National University, Gwangju, Korea, Republic of
Jaejoon Jeong
Chonnam National University, Gwangju, Korea, Republic of
Gun A.. Lee
University of South Australia, Adelaide, SA, Australia
Soo-Hyung Kim
Chonnam National University, Gwangju, Korea, Republic of
Hyung-Jeong Yang
Chonnam National University, Gwangju, Korea, Republic of
Seungwon Kim
Chonnam National University, Gwangju, Korea, Republic of
論文URL

doi.org/10.1145/3613904.3642147

動画
Effects of Device Environment and Information Layout on Spatial Memory and Performance in VR Selection Tasks
要旨

Virtual Reality systems are increasingly proposed as a platform for everyday interactive software. Many applications are dependent on actions such as navigation and selection, but it is not clear how well immersive environments support these basic activities. Previous studies have suggested advantages for spatial learning in VR, so we carried out a study that investigated two aspects of immersion on spatial memory and selection: the degree to which the user is immersed in the data, and whether the system uses immersive input and output. The study showed that more-immersive conditions had substantially worse selection performance, and did not improve spatial learning. However, most participants believed that the immersive conditions were better for learning object locations, and most people preferred the immersive layout and the HMD. Our study suggests that designers should be cautious about assuming that everyday software applications will benefit from being deployed in an immersive VR environment.

著者
Kim Kargut
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Carl Gutwin
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Andy Cockburn
University of Canterbury, Christchurch, New Zealand
論文URL

doi.org/10.1145/3613904.3642486

動画
Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
要旨

Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.

著者
Martin Hedlund
KTH, Stockholm, Sweden
Cristian Bogdan
KTH, EECS, HCT, Stockholm, Select One, Sweden
Gerrit Meixner
UniTyLab, Heilbronn, Germany
Andrii Matviienko
KTH Royal Institute of Technology, Stockholm, Sweden
論文URL

doi.org/10.1145/3613904.3642192

動画
Sicknificant Steps: A Systematic Review and Meta-analysis of VR Sickness in Walking-based Locomotion for Virtual Reality
要旨

Walking-based locomotion techniques in virtual reality (VR) can use redirection to enable walking in a virtual environment larger than the physical one. This results in a mismatch between the perceived virtual and physical movement, which is known to cause VR sickness. However, it is unclear if different types of walking techniques (e.g., resetting, reorientation, or self-overlapping spaces) affect VR sickness differently. To address this, we conducted a systematic review and meta-analysis of 96 papers published in 2016–2022 that measure VR sickness in walking-based locomotion. We find different VR sickness effects between types of redirection and between normal walking and redirection. However, we also identified several problems with the use and reporting of VR sickness measures. We discuss the challenges in understanding VR sickness differences between walking techniques and present guidelines for measuring VR sickness in locomotion studies.

著者
Thomas van Gemert
University of Copenhagen, Copenhagen, Denmark
Niels Christian Nilsson
Aalborg University Copenhagen, Copenhagen, Denmark
Teresa Hirzle
University of Copenhagen, Copenhagen, Denmark
Joanna Bergström
University of Copenhagen, Copenhagen, Denmark
論文URL

doi.org/10.1145/3613904.3641974

動画