TY - GEN
T1 - Comparing the Fidelity of Contemporary Pointing with Controller Interactions on Performance of Personal Space Target Selection
AU - Babu, Sabarish V.
AU - Huang, Hsiao Chuan
AU - Teather, Robert J.
AU - Chuang, Jung Hong
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - The goal of this research is to provide much needed empirical data on how the fidelity of popular hand gesture tracked based pointing metaphors versus commodity controller based input affects the efficiency and speed-accuracy tradeoff in users' spatial selection in personal space interactions in VR. We conduct two experiments in which participants select spherical targets arranged in a circle in personal space, or near-field within their maximum arms reach distance, in VR. Both experiments required participants to select the targets with either a VR controller or with their dominant hand's index finger, which was tracked with one of two popular contemporary tracking methods. In the first experiment, the targets are arranged in a flat circle in accordance with the ISO 9241-9 Fitts' law standard, and the simulation selected random combinations of 3 target amplitudes and 3 target widths. Targets were placed centered around the users' eye level, and the arrangement was placed at either 60%, 75%, or 90% depth plane of the users' maximum arm's reach. In experiment 2, the targets varied in depth randomly from one depth plane to another within the same configuration of 13 targets within a trial set, which resembled button selection task in hierarchical menus in differing depth planes in the near-field. The study was conducted using the HTC Vive head-mounted display, and used either a VR controller (HTC Vive), low-fidelity virtual pointing (Leap Motion), or a high-fidelity virtual pointing (tracked VR glove) conditions. Our results revealed that low-fidelity pointing performed worse than both high-fidelity pointing and the VR controller. Overall, target selection performance was found to be worse in depth planes closer to the maximum arms reach, as compared to middle and nearer distances.
AB - The goal of this research is to provide much needed empirical data on how the fidelity of popular hand gesture tracked based pointing metaphors versus commodity controller based input affects the efficiency and speed-accuracy tradeoff in users' spatial selection in personal space interactions in VR. We conduct two experiments in which participants select spherical targets arranged in a circle in personal space, or near-field within their maximum arms reach distance, in VR. Both experiments required participants to select the targets with either a VR controller or with their dominant hand's index finger, which was tracked with one of two popular contemporary tracking methods. In the first experiment, the targets are arranged in a flat circle in accordance with the ISO 9241-9 Fitts' law standard, and the simulation selected random combinations of 3 target amplitudes and 3 target widths. Targets were placed centered around the users' eye level, and the arrangement was placed at either 60%, 75%, or 90% depth plane of the users' maximum arm's reach. In experiment 2, the targets varied in depth randomly from one depth plane to another within the same configuration of 13 targets within a trial set, which resembled button selection task in hierarchical menus in differing depth planes in the near-field. The study was conducted using the HTC Vive head-mounted display, and used either a VR controller (HTC Vive), low-fidelity virtual pointing (Leap Motion), or a high-fidelity virtual pointing (tracked VR glove) conditions. Our results revealed that low-fidelity pointing performed worse than both high-fidelity pointing and the VR controller. Overall, target selection performance was found to be worse in depth planes closer to the maximum arms reach, as compared to middle and nearer distances.
KW - Computing methodologies
KW - Human-centered computing
KW - Perception
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85146437846&partnerID=8YFLogxK
U2 - 10.1109/ISMAR55827.2022.00056
DO - 10.1109/ISMAR55827.2022.00056
M3 - Conference contribution
AN - SCOPUS:85146437846
T3 - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2022
SP - 404
EP - 413
BT - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2022
A2 - Duh, Henry
A2 - Williams, Ian
A2 - Grubert, Jens
A2 - Jones, J. Adam
A2 - Zheng, Jianmin
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2022
Y2 - 17 October 2022 through 21 October 2022
ER -