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The Effect of Elastic Feedback on the Perceived User Experience and Presence of Travel Methods in Immersive Environments

机译:身临其境的环境中,弹性反馈对感知用户体验和出行方式的影响

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Mid-air interaction achieved through handtracking or controller in Virtual Reality (VR) is performed without an explicit spatial reference. One solution for creating such a reference is elastic feedback, which we realized via tension springs attached to a tracked VR-controller. Thereby, directional force is exerted and perceived by the user. A study was conducted to investigate the effects of elastic feedback on users in virtual travel tasks. Therefore, the elastic mode of the input device was compared to an isotonic mode, without any perceivable force. Also, two virtual travelling methods, a driving mode and a flight mode, were investigated in the study. The main goal of the study was to analyze, how elastic feedback influences user experience and presence perception. Statistical analysis with ANOVA of data from 24 subjects revealed significant main effects for the elastic mode on both, the User Experience Questionnaire (UEQ) and the Igroup Presence Questionnaire (IPQ). In addition, the subjects missed fewer target objects on average during the travel task. However, analysis of task completion times indicated no relevant differences. Although not all individual scales of UEQ and IPQ showed significant outcomes, the result indicates that immersive travel interfaces could benefit from the use of elastic feedback.
机译:通过手部跟踪或虚拟现实(VR)中的控制器实现的空中互动无需明确的空间参考即可完成。创建这种参考的一种解决方案是弹性反馈,这是通过连接到跟踪VR控制器的拉簧实现的。从而,方向力被用户施加和感知。进行了一项研究,以调查弹性反馈对虚拟旅行任务中用户的影响。因此,将输入设备的弹性模式与等张模式进行了比较,没有任何可察觉的力。此外,在研究中还研究了两种虚拟行驶方法,即驾驶模式和飞行模式。该研究的主要目的是分析弹性反馈如何影响用户体验和在场感知。使用ANOVA对24位受试者的数据进行的统计分析表明,弹性模式对用户体验问卷(UEQ)和Igroup在场问卷(IPQ)均具有重大影响。此外,在旅行任务中,受试者平均错过的目标物体更少。但是,对任务完成时间的分析表明没有相关差异。尽管并非所有的UEQ和IPQ规模都显示出显着的成果,但结果表明,沉浸式旅行界面可能会受益于弹性反馈的使用。

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