我只需轻点耳麦吗?

IF 3.6 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies Pub Date : 2024-01-12 DOI:10.1145/3631451
Anjali Khurana, Michael Glueck, Parmit K. Chilana
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引用次数: 0

摘要

过去五年来,移动设备和新型沉浸式头戴设备上发布了各种消费类增强现实(AR)应用,创造了大量新的增强现实体验。然而,这些应用,尤其是那些为沉浸式头显设计的应用,需要用户使用陌生的手势输入并采用新颖的交互模式。为了更好地了解日常用户如何发现手势并对他们所面临的交互挑战类型进行分类,我们观察了 25 位来自不同背景和技术知识的新手如何使用四种不同的 AR 应用程序,这些应用程序需要一系列的交互技术。对手势交互痕迹的详细分析显示,用户在发现正确的手势方面困难重重,大多数错误发生在参与者无法确定正确的操作顺序或无法评估自己的操作时。为了进一步反思我们研究结果的普遍性,我们与八位专业 AR 设计师、工程师和研究人员开展了一项专家验证研究。我们讨论了设计符合用户心理模型的可发现手势输入技术、发明AR专用入门和帮助系统以及增强系统级机器识别的意义。
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Do I Just Tap My Headset?
A variety of consumer Augmented Reality (AR) applications have been released on mobile devices and novel immersive headsets over the last five years, creating a breadth of new AR-enabled experiences. However, these applications, particularly those designed for immersive headsets, require users to employ unfamiliar gestural input and adopt novel interaction paradigms. To better understand how everyday users discover gestures and classify the types of interaction challenges they face, we observed how 25 novices from diverse backgrounds and technical knowledge used four different AR applications requiring a range of interaction techniques. A detailed analysis of gesture interaction traces showed that users struggled to discover the correct gestures, with the majority of errors occurring when participants could not determine the correct sequence of actions to perform or could not evaluate their actions. To further reflect on the prevalence of our findings, we carried out an expert validation study with eight professional AR designers, engineers, and researchers. We discuss implications for designing discoverable gestural input techniques that align with users' mental models, inventing AR-specific onboarding and help systems, and enhancing system-level machine recognition.
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来源期刊
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies Computer Science-Computer Networks and Communications
CiteScore
9.10
自引率
0.00%
发文量
154
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