虚拟现实交互空间中不同视觉区域的交互效率:站立与坐姿

IF 3.4 2区 工程技术 Q1 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Displays Pub Date : 2025-07-01 Epub Date: 2025-03-13 DOI:10.1016/j.displa.2025.103025
Jutao Li , Jingxuan Yuan , Yanqun Huang , Xiaotian Liang , Xueqin Huang , Jian Zhang
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引用次数: 0

摘要

用户的姿态和视觉区域会影响搜索选择效率,从而影响交互效率。虚拟现实(VR)设备将传统的二维界面扩展到三维交互空间,要求用户在使用时改变身体姿势。本研究比较了虚拟现实环境中不同姿势(站着和坐着)和视觉区域的搜索选择效率。一项实验测量了35名参与者在不同条件下寻找和选择目标的时间。双向方差分析(ANOVA)表明,坐姿的互动效率普遍高于站姿的互动效率。参与者寻找左侧目标的时间比其他视觉区域要少。然而,姿势与视觉区域的交互作用不显著。这些结果表明,姿态和视觉区域分别影响VR环境下的搜索选择效率。这些发现可以为VR开发者提供见解,以加强交互设计,特别是界面设计,针对不同的用户姿势,从而支持交互效率和用户体验。
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The interaction efficiency of different visual areas on a virtual reality interaction space: Standing versus sitting posture
User posture and visual area can impact searching-selecting efficiency, thereby influencing interaction efficiency. Virtual Reality (VR) devices extend the traditional two-dimensional interface to a three-dimensional interaction space, requiring users to alter their body postures when using them. This study compared the searching-selecting efficiency of different postures (standing and sitting) and visual areas in a VR environment. An experiment measured thirty-five participants’ searching and selecting times for targets under different conditions. A two-way analysis of variance (ANOVA) indicated that the interaction efficiency was generally higher for participants in a sitting posture than in a standing posture. Participants spent less time searching for left side targets than in other visual areas. However, the interaction effect between posture and visual area was not significant. These results suggest that posture and visual areas respectively influence searching-selecting efficiency in VR environments. These findings could provide insights for VR developers to enhance interaction design, particularly interface design, for different user postures, thus supporting interaction efficiency and user experience.
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来源期刊
Displays
Displays 工程技术-工程:电子与电气
CiteScore
4.60
自引率
25.60%
发文量
138
审稿时长
92 days
期刊介绍: Displays is the international journal covering the research and development of display technology, its effective presentation and perception of information, and applications and systems including display-human interface. Technical papers on practical developments in Displays technology provide an effective channel to promote greater understanding and cross-fertilization across the diverse disciplines of the Displays community. Original research papers solving ergonomics issues at the display-human interface advance effective presentation of information. Tutorial papers covering fundamentals intended for display technologies and human factor engineers new to the field will also occasionally featured.
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