Touching the Sphere: Leveraging Joint-Centered Kinespheres for Spatial User Interaction

Paul Lubos, G. Bruder, Oscar Ariza, Frank Steinicke
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引用次数: 36

Abstract

Designing spatial user interfaces for virtual reality (VR) applications that are intuitive, comfortable and easy to use while at the same time providing high task performance is a challenging task. This challenge is even harder to solve since perception and action in immersive virtual environments differ significantly from the real world, causing natural user interfaces to elicit a dissociation of perceptual and motor space as well as levels of discomfort and fatigue unknown in the real world. In this paper, we present and evaluate the novel method to leverage joint-centered kinespheres for interactive spatial applications. We introduce kinespheres within arm's reach that envelope the reachable space for each joint such as shoulder, elbow or wrist, thus defining 3D interactive volumes with the boundaries given by 2D manifolds. We present a Fitts' Law experiment in which we evaluated the spatial touch performance on the inside and on the boundary of the main joint-centered kinespheres. Moreover, we present a confirmatory experiment in which we compared joint-centered interaction with traditional spatial head-centered menus. Finally, we discuss the advantages and limitations of placing interactive graphical elements relative to joint positions and, in particular, on the boundaries of kinespheres.
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触摸球体:利用关节为中心的Kinespheres空间用户交互
为虚拟现实(VR)应用程序设计直观、舒适和易于使用的空间用户界面,同时提供高任务性能是一项具有挑战性的任务。这一挑战更难解决,因为沉浸式虚拟环境中的感知和行动与现实世界有很大不同,导致自然用户界面引发感知和运动空间的分离,以及现实世界中未知的不适和疲劳程度。在本文中,我们提出并评估了利用关节中心动球进行交互式空间应用的新方法。我们在手臂可及的范围内引入了运动球,这些运动球包围了每个关节(如肩膀、肘部或手腕)的可及空间,从而定义了具有2D流形边界的3D交互体。我们提出了一个菲茨定律实验,在这个实验中,我们评估了在主要关节中心运动球的内部和边界上的空间触摸性能。此外,我们提出了一个验证性实验,我们比较了关节为中心的互动与传统的空间头部为中心的菜单。最后,我们讨论了放置交互图形元素相对于关节位置的优点和局限性,特别是在动球的边界上。
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