Abstract

Standalone Virtual Reality (VR) headsets can be used when travelling in cars, trains and planes. However, the constrained spaces around transport seating can leave users with little physical space in which to interact using their hands or controllers, and can increase the risk of invading other passengers' personal space or hitting nearby objects and surfaces. This hinders transport VR users from using most commercial VR applications, which are designed for unobstructed 1-2m 360 ° home spaces. In this paper, we investigated whether three at-a-distance interaction techniques from the literature could be adapted to support common commercial VR movement inputs and so equalise the interaction capabilities of at-home and on-transport users: Linear Gain, Gaze-Supported Remote Hand, and AlphaCursor. First, we analysed commercial VR experiences to identify the most common movement inputs so that we could create gamified tasks based on them. We then investigated how well each technique could support these inputs from a constrained 50x50cm space (representative of an economy plane seat) through a user study (N=16), where participants played all three games with each technique. We measured task performance, unsafe movements (play boundary violations, total arm movement) and subjective experience and compared results to a control 'at-home' condition (with unconstrained movement) to determine how similar performance and experience were. Results showed that Linear Gain was the best technique, with similar performance and user experience to the 'at-home' condition, albeit at the expense of a high number of boundary violations and large arm movements. In contrast, AlphaCursor kept users within bounds and minimised arm movement, but suffered from poorer performance and experience. Based on the results, we provide eight guidelines for the use of, and research into, at-a-distance techniques and constrained spaces.

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