评估用户运动和观看模式对增强现实技术中目标选择的影响

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2024-07-09 DOI:10.1016/j.ijhcs.2024.103327
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引用次数: 0

摘要

目标选择是增强现实(AR)中的一项重要任务。最近的证据表明,用户运动会对目标选择产生重大影响。然而,目前还没有针对不同强度的用户运动和 AR 设置下的目标选择进行过系统研究。本文研究了四种用户运动(即站立、行走、跑步和跳跃)和两种观看模式(即视点依赖型和视点无关型)对用户在 AR 中选择目标表现的影响。两种典型的选择技术(即虚拟手和光线投射)分别用于短距离和长距离选择任务。我们的研究结果表明,随着用户运动强度的增加,目标选择性能也随之降低,用户在视点无关模式下的表现要好于视点相关模式下的表现。我们还观察到,与虚拟手技术相比,用户在使用光线投射技术时需要更长的时间来选择目标。最后,我们提出了一套设计指南,以提高用户在运动中的 AR 目标选择性能。
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Evaluating the effects of user motion and viewing mode on target selection in augmented reality

Target selection is a crucial task in augmented reality (AR). Recent evidence suggests that user motion can significantly influence target selection. However, no systematic research has been conducted on target selection within varied intensity user motions and AR settings. This paper was carried out to investigate the effects of four user motions (i.e., standing, walking, running, and jumping) and two viewing modes (i.e., viewpoint-dependent and viewpoint-independent) on user performance of target selection in AR. Two typical selection techniques (i.e., virtual hand and ray-casting) were utilized for short-range and long-range selection tasks, respectively. Our results indicate that the target selection performance decreased as the intensity of user motion increased, and users demonstrated better performance in the viewpoint-independent mode than in the viewpoint-dependent mode. We also observed that users took a longer amount of time to select targets when using the ray-casting technique than the virtual hand technique. We conclude with a set of design guidelines to improve the AR target selection performance of users while in motion.

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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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