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A Comparative Study of Pointing Techniques for Eyewear Using a Simulated Pedestrian Environment

机译:模拟行人环境下眼镜指向技术的比较研究

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Eyewear displays allow users to interact with virtual content displayed over real-world vision, in active situations like standing and walking. Pointing techniques for eyewear displays have been proposed, but their social acceptability, efficiency, and situation awareness remain to be assessed. Using a novel street-walking simulator, we conducted an empirical study of target acquisition while standing and walking under different levels of street crowdedness. We evaluated three phone-based eyewear pointing techniques: indirect touch on a touchscreen, and two in-air techniques using relative device rotations around forward and a downward axes. Direct touch on a phone, without eyewear, was used as a control condition. Results showed that indirect touch was the most efficient and socially acceptable technique, and that in-air pointing was inefficient when walking. Interestingly, the eyewear displays did not improve situation awareness compared to the control condition. We discuss implications for eyewear interaction design.
机译:眼镜显示器允许用户在站立和行走等活跃情况下,与通过真实世界视觉显示的虚拟内容进行交互。已经提出了用于眼镜显示器的指示技术,但是它们的社会可接受性,效率和情况意识仍有待评估。我们使用新颖的步行街模拟器,进行了在不同水平的街道拥挤情况下站立和行走时目标获取的实证研究。我们评估了三种基于电话的眼镜定点技术:触摸屏上的间接触摸,以及两种使用相对设备围绕前后轴旋转的空中技术。没有眼镜的情况下直接触摸电话被用作控制条件。结果表明,间接触摸是最有效且在社会上可以接受的技术,而空中指向则在步行时效率低下。有趣的是,与控制条件相比,眼镜显示器并没有提高态势感知能力。我们讨论了眼镜交互设计的含义。

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