TY - JOUR
T1 - User capabilities in eyes-free spatial target acquisition in immersive virtual reality environments
AU - Wu, Huiyue
AU - Deng, Yanyi
AU - Pan, Jiajun
AU - Han, Tianxing
AU - Hu, Yonglin
AU - Huang, Kaini
AU - Zhang, Xiaolong (Luke)
N1 - Funding Information:
This paper reports our study on user capability in eyes-free target acquisition in immersive VR environments. We systematically investigated user performance in acquiring targets at different horizontal angles, vertical angles, distances from the user's body, and body sides. Our research findings can provide a deeper understanding of user capability in eyes-free target acquisition and offer concrete design guidelines to support eyes-free target acquisition in immersive VR environments.The authors would like to thank the anonymous reviewers for their insightful comments. This work was supported by the National Natural Science Foundation of China under Grant No. 61772564.
Publisher Copyright:
© 2021 Elsevier Ltd
PY - 2021/7
Y1 - 2021/7
N2 - In immersive virtual reality (VR) environments, users rely on the vision channel to search for objects. Such eyes-engaged interactive techniques may significantly degrade the interaction efficiency and user experience, particularly when users have to turn their head frequently to search for a target object in the limited field of view (FOV) of a head-mounted display (HMD). In this study, we systematically investigated user capabilities in eyes-free spatial target acquisition considering different horizontal angles, vertical angles, distances from the user's body, and body sides. Our results show that high acquisition accuracy and low task load are achieved for target locations at front and middle horizontal angles as well as those at middle vertical angles. Meanwhile, a trade-off cannot be achieved between the acquisition accuracy and the task load for target locations at long distances from the user's body. In addition, the acquisition accuracy and task load for the target locations vary with the body side. Our research findings can provide a deeper understanding of user capability in eyes-free target acquisition and offer concrete design guidelines for appropriate target arrangement for eyes-free target acquisition in immersive VR environments.
AB - In immersive virtual reality (VR) environments, users rely on the vision channel to search for objects. Such eyes-engaged interactive techniques may significantly degrade the interaction efficiency and user experience, particularly when users have to turn their head frequently to search for a target object in the limited field of view (FOV) of a head-mounted display (HMD). In this study, we systematically investigated user capabilities in eyes-free spatial target acquisition considering different horizontal angles, vertical angles, distances from the user's body, and body sides. Our results show that high acquisition accuracy and low task load are achieved for target locations at front and middle horizontal angles as well as those at middle vertical angles. Meanwhile, a trade-off cannot be achieved between the acquisition accuracy and the task load for target locations at long distances from the user's body. In addition, the acquisition accuracy and task load for the target locations vary with the body side. Our research findings can provide a deeper understanding of user capability in eyes-free target acquisition and offer concrete design guidelines for appropriate target arrangement for eyes-free target acquisition in immersive VR environments.
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U2 - 10.1016/j.apergo.2021.103400
DO - 10.1016/j.apergo.2021.103400
M3 - Article
C2 - 33735812
AN - SCOPUS:85102503085
SN - 0003-6870
VL - 94
JO - Applied Ergonomics
JF - Applied Ergonomics
M1 - 103400
ER -