选择即敲击:评估音乐虚拟现实中用于计时任务的 3D 输入技术

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2024-02-03 DOI:10.1016/j.ijhcs.2024.103231
Alberto Boem, Luca Turchet
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引用次数: 0

摘要

尽管已有大量研究对虚拟现实(VR)在各种任务和场景中的三维交互技术进行了研究,但专注于音乐相关应用的研究却十分有限。然而,消费级 VR 系统中最常见的输入技术都是在音乐领域之外开发的。因此,它们还没有在与听觉刺激同步和计时起关键作用的任务中进行过测试。在性能和用户体验方面缺乏经验知识。本文比较了五种用于 VR 的选择输入技术,这些技术采用了传感器运动同步研究中常用的敲击范式。我们评估了不同步和时间差异以及用户体验,包括这些技术的易用性、工作量和晕机等因素。这项研究有 30 名参与者参加,其中既有具有音乐专业知识的人,也有不具备音乐专业知识的人,研究内容包括使用单手和双手的所有技巧。我们的分析得出了几个重要发现:(1) 不同的输入技术在时间不同步和差异方面产生了不同的结果;(2) 交互隐喻的选择对用户体验产生了重大影响;(3) 跟踪稳定性成为一个关键因素。基于这些发现,我们确定了在 VR 中选择最合适的音乐创作技术的基本考虑因素,并提出了该领域的设计指南和未来研究方向。
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Selection as Tapping: An evaluation of 3D input techniques for timing tasks in musical Virtual Reality

While numerous studies have examined 3D interaction techniques for Virtual Reality (VR) across various tasks and scenarios, limited research has focused on music-related applications. However, the most common input techniques in consumer VR systems have been developed outside of the musical domain. Therefore they have not been tested in tasks where synchronization with auditory stimuli and timing plays a crucial role. There is a lack of empirical knowledge about performance and user experience. This paper presents a comparison of five selection input techniques for VR employing the tapping paradigm commonly utilized in the research on sensorimotor synchronization. We assess asynchrony and timing variance as well as user experience, encompassing factors such as ease of use, workload, and cybersickness of such techniques. The study involved 30 participants, both with and without musical expertise, and encompassed the examination of all techniques using one and two hands. Our analysis yielded several key findings: (1) different input techniques yielded distinct outcomes regarding timing asynchrony and variance; (2) the choice of interaction metaphor significantly influenced the user experience; (3) tracking stability emerged as a critical factor. Building upon these insights, we identified essential considerations for selecting the most suitable technique for music creation in VR and proposed design guidelines and future research directions in this domain.

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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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