Abstract
Although new virtual reality (VR) devices and their contents are actively being released, there are still not enough studies to prepare its interface/interaction standard. In this study, it was investigated whether specific interaction factors influenced task performance and the degree of virtual reality sickness when performing pointing tasks in immersive virtual reality. A smartphone-based VR device was used, and twenty-five targets were placed in a 5 × 5 layout on the VR experimental area that extended to a range similar to the human viewing angle. Task completion time (TCT) was significantly affected by target selection method (p < 0.001) and target size (p < 0.001), whereas the error rate (ER) significantly differed for the target selection method (p < 0.001) and not for the target size (p = 0.057). Target location was observed to be a factor affecting TCT (p < 0.001), but it did not affect the ER (p = 0.876). VR sickness was more severe when the target size was smaller. Gaze selection was found to be more efficient when accuracy is demanded, and manual selection is more efficient for quick selection. Moreover, applying these experimental data to Fitts’ Law showed that the movement time was found to be less affected by the device when using the gaze-selection method. Virtual reality provides a three-dimensional visual environment, but a one-dimensional formula can sufficiently predict the movement time. The result of this study is expected to be a reference for preparing interface/interaction design standards for virtual reality.
Highlights
As communications and display technologies have evolved, a basis for commercialization has been established, and virtual reality (VR) has emerged as a nextgeneration platform along with augmented reality and mixed reality
The results show that the effect of the target size on the task completion time was different according to the two selection methods
The error rate was significantly higher at manual selection than at gaze selection, but it was analyzed that there was no effect by target size
Summary
As communications and display technologies have evolved, a basis for commercialization has been established, and virtual reality (VR) has emerged as a nextgeneration platform along with augmented reality and mixed reality. Research on virtual reality is largely divided into two categories: studies to attenuate motion sickness and to analyze input device task performance. The inconsistency of visual information is the main reason for the occurrence of VR sickness. When a user turns his or her head and senses a change of position through a sensory organ, sickness may occur if the VR motion does not correspond to natural sensations [4,5,6]. This difference is referred to as motion-to-photon (MTP)
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.