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Leaning-Based Travel Interfaces Revisited: Frontal versus Sidewise Stances for Flying in 3D Virtual Spaces

机译:再谈基于倾斜的旅行界面:在3D虚拟空间中飞行的正面姿态和侧面姿态

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In this paper we revisit the design of leaning-based travel interfaces and propose a design space to categorize existing implementations. Within the design space, frontal and sidewise stances when using a flying surfboard interface were compared through a user study. The interfaces were adapted and improved from our previous designs using a body-mounted, multi-touch touchpad. Two different experiments were designed and conducted that focus on user performance and virtual world cognition, respectively. The results suggest better user performance and user experience when using the frontal stance, although no better spatial orientation or virtual world cognition was identified. Further, user interviews revealed that despite the realistic simulation of skateboarding/snowboarding, the sidewise stance suffers from poor usability due to inefficient and inaccurate turning control and confusion between the viewing and movement directions. Based on these results, several guidelines are proposed to aid the design of leaning-based travel interfaces for immersive virtual reality applications.
机译:在本文中,我们将重新研究基于学习的旅行接口的设计,并提出一个设计空间来对现有实现进行分类。在设计空间内,通过用户研究比较了使用飞行冲浪板界面时的正面和侧面姿势。该接口使用人体安装式多点触摸板对我们以前的设计进行了修改和改进。设计并进行了两个不同的实验,分别关注用户性能和虚拟世界认知。结果表明,尽管没有发现更好的空间方向或虚拟世界认知,但使用正面姿势时,用户的性能和用户体验更好。此外,用户访谈显示,尽管现实地模拟了滑板/单板滑雪,但由于效率低下和不准确的转向控制以及观察方向和运动方向之间的混淆,侧向姿势的可用性较差。基于这些结果,提出了一些指导方针,以帮助设计用于沉浸式虚拟现实应用程序的基于学习的旅行界面。

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