虚拟现实中单手和双手手势用户界面的比较--基于任务的方法

Taneli Nyyssönen, S. Helle, T. Lehtonen, Jouni Smed
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摘要

本文介绍了两个基于手势的用户界面,它们是为虚拟现实(VR)中的三维设计审查而设计的,灵感来自造船业简化流程并使其更具可持续性的需求。这两个用户界面,一个侧重于单手(单人)手势,另一个侧重于双手(双人)使用,作为案例研究使用 13 项任务进行了测试。单手操作方法试图提供更高的灵活性,而双手操作方法则试图提供对交互的更多控制。这些界面是使用 Unity 游戏引擎为 Meta Quest 2 VR 头显开发的。使用手部跟踪(HT)的原因是,与基于控制器的标准用户界面相比,手部跟踪具有潜在的可用性优势,后者缺乏控制方面的直观性,而且会造成更大的疲劳。25 位测试用户对用户界面进行了测试,结果表明测试用户偏好单手操作的用户界面,测试用户类别之间的差异很小。此外,平衡测试顺序对用户的偏好和表现有显著的统计学影响,这表明学习新的交互机制需要一个适应期才能获得可靠的结果。少数用户也有强烈的 VR 晕眩感,没有迹象表明手势控制可以明显缓解这种症状。
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A Comparison of One- and Two-Handed Gesture User Interfaces in Virtual Reality—A Task-Based Approach
This paper presents two gesture-based user interfaces which were designed for a 3D design review in virtual reality (VR) with inspiration drawn from the shipbuilding industry’s need to streamline and make their processes more sustainable. The user interfaces, one focusing on single-hand (unimanual) gestures and the other focusing on dual-handed (bimanual) usage, are tested as a case study using 13 tasks. The unimanual approach attempts to provide a higher degree of flexibility, while the bimanual approach seeks to provide more control over the interaction. The interfaces were developed for the Meta Quest 2 VR headset using the Unity game engine. Hand-tracking (HT) is utilized due to potential usability benefits in comparison to standard controller-based user interfaces, which lack intuitiveness regarding the controls and can cause more strain. The user interfaces were tested with 25 test users, and the results indicate a preference toward the one-handed user interface with little variation in test user categories. Additionally, the testing order, which was counterbalanced, had a statistically significant impact on the preference and performance, indicating that learning novel interaction mechanisms requires an adjustment period for reliable results. VR sickness was also strongly experienced by a few users, and there were no signs that gesture controls would significantly alleviate it.
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