评估混合现实和虚拟现实中的点对点接触性能

Tyler G. Petrie, Chen Zhao, Michael J. Fu
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摘要

最新的沉浸式混合现实(MR)和虚拟现实(VR)显示器使用户能够用手同时与真实环境和虚拟环境进行交互。因此,了解人类手在 MR 中的伸展运动性能就变得非常重要。研究表明,不同的虚拟环境可视化模式会影响使用触控笔进行点对点伸手操作的性能,但这些影响是否会转化为混合现实中的直接手部交互还不得而知。本文重点评估了人类在 MR 和 VR 中进行手指指向和杯子放置任务时的点对点运动性能。在几种不同的可视化条件下("带指示器的 MR"、"不带指示器的 MR "和 "VR"),对这两项任务进行了与触觉界面设计相关的六项性能测量,以确定哪些因素会影响手的伸展性能。一个重要发现是,有证据表明在 "伸手动作信心 "测量(以吞吐量、纠正动作次数和峰值速度表示)和 "准确性 "测量(以终点误差和初始动作误差表示)之间存在权衡。具体来说,我们观察到,在 "无指示器的 MR "条件下,参与者往往对手指指向任务更有信心。这些结果为根据应用的用户性能要求设计 VR/MR 界面提供了重要的知识。
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Evaluation of Point-to-Point Reaching Performance in Mixed Reality and Virtual Reality
Recent immersive mixed reality (MR) and virtual reality (VR) displays enable users to use their hands to interact with both veridical and virtual environments simultaneously. Therefore, it becomes important to understand the performance of human hand-reaching movement in MR. Studies have shown that different virtual environment visualization modalities can affect point-to-point reaching performance using a stylus, but it is not yet known if these effects translate to direct human-hand interactions in mixed reality. This paper focuses on evaluating human point-to-point motor performance in MR and VR for both finger-pointing and cup-placement tasks. Six performance measures relevant to haptic interface design were measured for both tasks under several different visualization conditions (“MR with indicator”, “MR without indicator”, and “VR”) to determine what factors contribute to hand-reaching performance. A key finding was evidence of a trade-off between reaching motion confidence” measures (indicated by throughput, number of corrective movements, and peak velocity) and “accuracy” measures (indicated by end-point error and initial movement error). Specifically, we observed that participants tended to be more confident in the “MR without Indicator” condition for finger-pointing tasks. These results contribute critical knowledge to inform the design of VR/MR interfaces based on the application's user performance requirements.
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