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The Role of Haptics in User Input for Simple 3D Interaction Tasks - An Analysis of Interaction Performance and User Experience

机译:触觉在简单3D交互任务中的用户输入中的作用 - 交互性能和用户体验的分析

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Traditionally, input devices allowed for at least a certain degree of haptic experience by involving direct physical contact between user and device. Recently, touchless interaction gained popularity through readily available, cheap devices like the Leap motion controller or Microsoft Kinect. Usually, these devices support more than two degrees of freedom and are thus especially suitable for interaction tasks in a three-dimensional space. However, besides the high potential that lies within touchless input techniques, they also involve new challenges (e.g., lack of borders and natural haptic guidance). In this paper, we aim at the identification of potentials and limitations inherent to three different input techniques that involve a varying amount of haptics (i.e., touchful, touchless and semi-touchless input). We present a study conducted with 25 users that focuses on simple input tasks in a 3D interaction space and analyzes objective interaction performance metrics (e.g., regularity or time) and subjective User Experience aspects (e.g., dependability or efficiency). It reveals parallels as well as contrasts between the users' actual interaction performance and perceived UX (e.g., several metrics suggested haptic input to outperform touchless input while differences regarding UX were not significant). The results are intended to inform other researchers when designing interactive environments.
机译:传统上,通过涉及用户和设备之间的直接物理接触,输入设备允许至少一定程度的触觉体验。最近,通过易于使用的廉价设备,如Leap Motion Controller或Microsoft Kinect等廉价设备,近距离交互。通常,这些设备支持超过两度的自由度,因此特别适用于三维空间中的交互任务。然而,除了在不锈钢输入技术内的高潜力外,它们还涉及新的挑战(例如,缺乏边界和自然触觉指导)。在本文中,我们的目标是识别三种不同输入技术固有的潜在和限制,涉及不同量的触觉(即,触摸,无触摸和半非机灰输入)。我们展示了由25个用户进行的一项研究,该研究专注于3D交互空间中的简单输入任务,并分析客观交互性能度量(例如,规律或时间)和主观用户体验方面(例如,可靠性或效率)。它揭示了平台以及用户实际交互性能与感知UX之间的对比(例如,几个度量建议触觉输入越来越差错,而UX的差异不显着)。结果旨在在设计交互环境时通知其他研究人员。

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