{"title":"3D Interaction with Virtual Objects in Real Water","authors":"Raphael Costa, J. Quarles","doi":"10.1109/VS-Games.2019.8864574","DOIUrl":null,"url":null,"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"140 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VS-Games.2019.8864574","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.