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Effects of Visual Conflicts on 3D Selection Task Performance in Stereoscopic Display Environments

机译:基于立体显示环境中的视觉冲突对3D选择任务性能的影响

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Mid-air direct-touch interaction in stereoscopic display environments poses challenges to the design of 3D user interfaces. Not only is passive haptic feedback usually absent when selecting a virtual object displayed with positive or negative parallax relative to a display surface, but such setups also suffer from inherent visual conflicts, such as vergence/accommodation mismatches and double vision. In particular, if the user tries to select a virtual object with a finger or input device, either the virtual object or the user's finger will appear blurred, resulting in an ambiguity for selections that may significantly impact the user's performance. In this paper we evaluate the effect of visual conflicts for mid-air 3D selection performance within arm's reach on a stereoscopic table with a Fitts' Law experiment. We compare three different techniques with different levels of visual conflicts for selecting a virtual object: real hand, virtual offset cursor, and virtual offset hand. Our results show that the error rate is highest for the real hand condition and less for the virtual offset-based techniques. However, our results indicate that selections with the real hand resulted in the highest effective throughput of all conditions. This suggests that virtual offset-based techniques do not improve overall performance.
机译:立体显示环境中的空中直接触控交互对3D用户界面的设计构成了挑战。在选择具有正或负视差相对于显示表面的虚拟对象时,通常不仅存在被动触觉反馈,但这种设置也存在固有的视觉冲突,例如Vergence / Constacition不匹配和双重视觉。特别地,如果用户尝试使用手指或输入设备选择虚拟对象,则虚拟对象或用户的手指将显示模糊,从而产生可能显着影响用户性能的选择的模糊性。在本文中,我们评估了在与Fitts Law实验的立体表中的ARM到期内部空中3D选择性能下的视觉冲突的影响。我们比较三种不同的技术具有不同级别的视觉冲突,用于选择虚拟对象:真正的手,虚拟偏移光标和虚拟偏移手。我们的结果表明,对于真正的手动条件,错误率最高,基于虚拟偏移的技术较少。但是,我们的结果表明,用真实手的选择导致了所有条件的最高有效吞吐量。这表明基于虚拟的基于偏移的技术不会提高整体性能。

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