Deictic pointing and mobile device interaction techniques in 360-degree videos
Studenteropgave: Kandidatspeciale og HD afgangsprojekt
- Teemu Miikka Luhtapuro
4. semester, Medialogi, Kandidat (Kandidatuddannelse)
The consumer market has different mobile devices and interaction techniques to experience 360-degree videos. Deictic pointing is referential communication where a person wants to draw another person's attention to an object. Deictic pointing often occurs in e.g. guided museum tours where the guide points to draw attention to objects or areas in and outside the field of vision. Thus, it was necessary to investigate if people were capable of perceiving deictic references outside the field of vision.
This work investigated differences between mobile interaction techniques when experiencing 360-degree videos. The work tested participants' ability to detect and determine the target of deictic pointing directed outside the field of vision. Three interaction techniques were used in the experiment: click and drag, IMU-based rotation, and mobile virtual reality. These were compared to a real world experience to look for differences between the real world results and the interaction techniques.
The test showed, that the real world results were significantly better than the interaction techniques. The results also indicated that the interaction techniques were equal. Thus, it does not matter which interaction technique is used to experience the 360-degree videos including deictic pointing gestures.
This work investigated differences between mobile interaction techniques when experiencing 360-degree videos. The work tested participants' ability to detect and determine the target of deictic pointing directed outside the field of vision. Three interaction techniques were used in the experiment: click and drag, IMU-based rotation, and mobile virtual reality. These were compared to a real world experience to look for differences between the real world results and the interaction techniques.
The test showed, that the real world results were significantly better than the interaction techniques. The results also indicated that the interaction techniques were equal. Thus, it does not matter which interaction technique is used to experience the 360-degree videos including deictic pointing gestures.
Specialiseringsretning | Computergrafik |
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Sprog | Engelsk |
Udgivelsesdato | 24 maj 2016 |
Antal sider | 49 |