Empirical Evaluation of Gaze-enhanced Menus in Virtual Reality

Author(s):  
Ken Pfeuffer ◽  
Lukas Mecke ◽  
Sarah Delgado Rodriguez ◽  
Mariam Hassib ◽  
Hannah Maier ◽  
...  
Author(s):  
Sean A. McGlynn ◽  
Ranjani M. Sundaresan ◽  
Wendy A. Rogers

Virtual reality (VR) has potential applications for promoting physical, cognitive, and socio-emotional well-being for users of all ages. The ability for individuals to develop a sense of being physically located in the virtual environment, referred to as spatial presence, is often an essential component of successful VR applications. Thus, it is necessary to understand the psychological aspects of the spatial presence process and identify methods of measuring presence formation and maintenance. This in-progress study addresses gaps in the spatial presence literature through an empirical evaluation of a conceptual model of spatial presence, which emphasizes users’ characteristics and abilities. Age will serve as a proxy for changes in a variety of presence-relevant cognitive and perceptual abilities. The results will have implications for the design of VR systems and applications and for selecting individuals best-suited for these applications.


2010 ◽  
Vol 9 (1) ◽  
pp. 73-80 ◽  
Author(s):  
Christophe Domingues ◽  
Samir Otmane ◽  
Malik Mallem

Designing usable and effective 3D User Interfaces and 3D Interaction Techniques is very challenging for Virtual Reality system developers and human factors specialists. Indeed, time consuming empirical evaluation is necessary to have an idea about the goodness of the 3D User Interface (3DUI) and the 3D Interaction Technique (3DIT) at the end of their development lifecycle. This may induce a huge loss of time if the result appears not to be satisfying in the end. Moreover, 3DUI evaluation is much more complex than 2D User Interfaces evaluation which is due to heterogeneous Virtual Reality (VR) devices and 3DIT. The aim of this work is to provide a framework allowing developers and experimenters to quickly evaluate 3DUIs and 3DITs during the design and the development lifecycle. The proposed framework is divided into two tools. The first one enables to create an evaluation protocol based on a knowledge database using two data mining algorithms, the "C4.5" to avoid from impossible combinations between devices and indicators and the "Spv Assoc Tree" to build a decision tree between indicators and factors. The second tool of the framework is an Evaluation Virtual Environment (EVE) to perform the evaluation according the protocol created with the first tool.


2021 ◽  
pp. 29-50
Author(s):  
Yuan Chen ◽  
Junwei Sun ◽  
Qiang Xu ◽  
Edward Lank ◽  
Pourang Irani ◽  
...  

IEEE Access ◽  
2020 ◽  
Vol 8 ◽  
pp. 130486-130499
Author(s):  
Umer Asghar Chattha ◽  
Uzair Iqbal Janjua ◽  
Fozia Anwar ◽  
Tahir Mustafa Madni ◽  
Muhammad Faisal Cheema ◽  
...  

2019 ◽  
Vol 2019 ◽  
pp. 1-15 ◽  
Author(s):  
Costas Boletsis ◽  
Jarl Erik Cedergren

The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users’ familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual ‘jumps’ do break the users’ sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.


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