Exploring different implementation methods of introducing a forward-thrusting motion into a pointing task
Authors
Baunsgaard, Mikkel Sang Mee ; Zhou, Oscar Bill ; Mockovský, Dávid
Term
4. term
Education
Publication year
2023
Submitted on
2023-05-25
Pages
17
Abstract
Mange spil kan opdeles i grundlæggende opgaver. En af de mest almindelige er at pege: man sigter mod et mål og aktiverer med et knaptryk. I dette projekt undersøgte vi i virtual reality (VR), om knaptrykket kan erstattes af en bestemt bevægelse, som vi kalder thrusting – en bevidst fremadgående bevægelse – for at skabe en ny måde at pege på. Vi udviklede et VR-spil, der fremmer fysisk anstrengelse med henblik på træning eller rehabilitering. Vi gennemførte et within-subjects-studie med 24 deltagere, hvor alle prøvede tre varianter af thrusting-implementeringen. Resultaterne viser, at den mest pålidelige pegeinteraktion kombinerer håndleddets retning (orientering) og håndens bevægelse for at bestemme pegeretningen. De vigtigste begrænsninger var deltagernes bevægelse i det fysiske rum (lokomotion) og fejl i forbehandlingen af controllerens positionsdata. Fremtidig forskning bør undersøge samspillet mellem håndleddets retning og bevægelse nærmere, for enten at kunne guide eller kræve bestemte bevægelser i rehabilitering og til at designe effektive træningsspil.
Many games can be broken down into basic tasks. One common task is pointing: aiming at a target and activating with a button press. This project explored whether, in virtual reality (VR), that button press can be replaced by a specific movement we call thrusting—a deliberate forward motion—to create a new form of pointing. We built a VR game that encourages physical exertion for training or rehabilitation. We ran a within-subjects study with 24 participants, meaning each person tried all three versions of the thrusting implementation. The results show that the most reliable interaction determines the pointing direction by combining wrist orientation and hand movement. The main limitations were users’ physical movement in space (locomotion) and errors from preprocessing controller position data. Future work should examine the relationship between wrist orientation and movement in more detail, to guide or enforce specific motions in rehabilitation and to design effective exercise games.
[This abstract was generated with the help of AI]
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