3D Interaction with Virtual Objects in Real Water

Raphael Costa, J. Quarles
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引用次数: 3

Abstract

The objective of this research was to evaluate and compare perceived fatigue and usability of 3D user interfaces in and out of the water. Virtual Reality (VR) in the water has several potential applications, such as aquatic physical rehabilitation, where patients are typically standing waist or shoulder deep in a pool and performing exercises in the water. However, there have been few works that developed waterproof VR/AR systems and none of them have assessed fatigue, which has previously been shown to be a drawback in many 3D User Interfaces above water. This research presents a novel prototype system for developing waterproof VR experiences and investigates the effect of submersion in water on fatigue as compared to above water. Using a classic selection and docking task, results suggest that being underwater had no significant effect on performance, but did reduce perceived fatigue, which is important for aquatic rehabilitation. Previous 3D interaction methods that were once thought to be too fatiguing might still be viable in water.
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在真实的水中与虚拟物体的3D交互
这项研究的目的是评估和比较3D用户界面在水中和水中的感知疲劳和可用性。水中的虚拟现实(VR)有几个潜在的应用,比如水中物理康复,患者通常站在齐腰或肩深的游泳池里,在水中进行练习。然而,开发防水VR/AR系统的工作很少,而且都没有对疲劳进行评估,这在之前的许多水上3D用户界面中被证明是一个缺点。本研究提出了一种用于开发防水VR体验的新型原型系统,并研究了浸泡在水中对疲劳的影响。使用经典的选择和对接任务,结果表明水下对表现没有显著影响,但确实减少了感知疲劳,这对水生康复很重要。以前被认为过于疲劳的3D交互方法可能在水中仍然可行。
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