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Matching Levels of Task Difficulty for Different Modes of Presentation in a VR Table Tennis Simulation by Using Assistance Functions and Regression Analysis

机译:使用辅助函数和回归分析的VR乒乓球模拟中不同呈现方式的任务难度匹配水平

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UX is often compared between different systems or iterations of the same system. Especially when investigating human perception processes in virtual tasks and associated effects, experimental manipulation allows for better control of confounders. When manipulating modes of presentation, such as stereoscopy or visual perspective, the quality and quantity of available sensory cues is manipulated as well, resulting not only in different user experiences, but also in modified task difficulty. Increased difficulty and lower user task performance may lead to negative attributions that spill over to the evaluation of the system as a whole (halo effect). To avoid this, the task difficulty should remain unaltered. In highly dynamic virtual environments, the modification of difficulty with Fitts' law may prove problematic, so an alternative is presented using curve fitting regression analyses of empirical data from a within-subjects experiment in a virtual table tennis simulation to calculate equal difficulty levels.
机译:UX通常在不同系统之间或同一系统的迭代之间进行比较。特别是在调查虚拟任务和相关效果中的人类感知过程时,实验性操作可以更好地控制混杂因素。当操纵诸如立体镜或视觉透视之类的呈现模式时,还操纵了可用的感觉提示的质量和数量,这不仅导致不同的用户体验,而且导致修改后的任务难度。难度增加和用户任务性能降低可能会导致负面归因,这些负面归因会扩散到整个系统的评估中(晕轮效应)。为避免这种情况,任务难度应保持不变。在高度动态的虚拟环境中,用菲茨定律修改难度可能会证明是有问题的,因此提出了一种替代方法,该方法使用了虚拟乒乓球模拟中受试者内部实验的经验数据的曲线拟合回归分析来计算相同的难度水平。

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