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Leaning-Based Travel Interfaces Revisited: Frontal versus Sidewise Stances for Flying in 3D Virtual Spaces

机译:重新审视基于倾斜的旅行界面:前部与侧向立场用于在3D虚拟空间中飞行

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In this paper we revisit the design of leaning-based travel interfaces and propose a design space to categorize existing implementations. Within the design space, frontal and sidewise stances when using a flying surfboard interface were compared through a user study. The interfaces were adapted and improved from our previous designs using a body-mounted, multi-touch touchpad. Two different experiments were designed and conducted that focus on user performance and virtual world cognition, respectively. The results suggest better user performance and user experience when using the frontal stance, although no better spatial orientation or virtual world cognition was identified. Further, user interviews revealed that despite the realistic simulation of skateboarding/snowboarding, the sidewise stance suffers from poor usability due to inefficient and inaccurate turning control and confusion between the viewing and movement directions. Based on these results, several guidelines are proposed to aid the design of leaning-based travel interfaces for immersive virtual reality applications.
机译:在本文中,我们重新审视了基于倾斜的旅行界面的设计,并提出了一个设计空间来对现有实现进行分类。在设计空间内,通过用户学习比较使用飞行冲浪板接口时的正面和侧向阶段。使用正面的多触摸触摸板,从我们以前的设计改进并改善了接口。设计了两种不同的实验,并考虑了专注于用户性能和虚拟世界认知。结果表明使用正面立场时更好的用户性能和用户体验,尽管没有识别出更好的空间方向或虚拟世界认知。此外,用户访谈显示,尽管滑板/滑雪板的逼真模拟,因此由于效率低下并且在观察和移动方向之间的困难而导致的侧面立场具有差的可用性。基于这些结果,提出了几种指导方针,以帮助设计基于倾斜的虚拟现实应用的倾斜的旅行界面。

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