Interaction with Cuboids in Virtual Reality - a Kitchen Design Scenario
Translated title
Interaktion med Kasser i Virtual Reality - et Køkken Design Scenarie
Authors
Larsen, Christian Aagaard ; Jørgensen, Nicolai Krogh
Term
4. term
Publication year
2017
Submitted on
2017-06-08
Pages
96
Abstract
Dette projekt undersøger, hvordan man kan interagere med virtuelle objekter i VR-headsets (Head-Mounted Displays, HMD'er). Efterhånden som VR bliver mere tilgængelig, mangler der stadig en fælles standard for input, ligesom mus og tastatur på computere. Vi udviklede og evaluerede flere interaktionsmetoder til at flytte, placere og justere objekter præcist i VR. Gennem brugerstudier indsamlede vi både kvantitative data (fx tidsmålinger) og kvalitative data (fx brugernes vurderinger). Resultaterne viser, at nogle metoder er hurtigere og lettere at bruge, og at læringskurverne varierer. Nogle egner sig bedst, når brugerne skal kunne tage dem i brug uden træning, mens andre fungerer bedre, hvis der er tid til at øve. Vi undersøgte også sammenhænge mellem deltagerkarakteristika (alder, timer foran computeren og med spil) og præstation og fandt korrelationer uden at kunne bevise kausalitet. Studiet dækkede kun et udvalg af mulige metoder og peger på mange muligheder for fremtidig udforskning.
This project examines how people interact with virtual objects in VR headsets (Head-Mounted Displays, HMDs). As VR becomes more affordable, there is still no common input standard like the mouse and keyboard on computers. We created and evaluated several interaction methods for precisely moving, placing, and aligning objects in VR. Through user studies, we collected both quantitative data (e.g., timings) and qualitative feedback (e.g., user opinions). Results show that some methods are faster and easier to use, and that their learning curves differ. Some are better when users need to start without training, while others work better when practice is possible. We also explored relationships between participant characteristics (age, hours on computers and games) and performance, observing correlations but not proving causation. The study covered only a subset of possible methods, pointing to many opportunities for future work.
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