Abstract
In this article, we compare three different input technologies (gamepad, vision-based motion controls, room-scale) for an interactive virtual reality (VR) environment. The overall system is able to visualize (open) data from multiple online sources in a unified interface, enabling the user to browse and explore displayed information in an immersive VR setting. We conducted a user interaction study (n=24; n=8 per input technology, between-group design) to investigate experienced workload and perceived flow of interaction. Log files and observations allowed further insights and comparison of each condition. We have identified trends that indicate user preference of a visual (virtual) representation, but no clear trends regarding the application of physical controllers (over vision-based controls), in a scenario that encouraged exploration with no time limitations.
Highlights
Virtual reality (VR) has been of interest to researchers for many years (Sutherland 1968), it is only due to recent developments in consumer technologies that virtual reality (VR) is back in the mainstream spotlight (Abrash 2014; Lanman et al 2014; Parkin 2013)
Using the participants’ self-reported workload data based on the NASA Task Load Index (TLX) questionnaire, the individual cognitive workloads3 according to Hart and Staveland (1988)
The PD and FR are higher for vision-based motion controls (VBMC) compared to GAMEPAD and room-scale virtual reality (RSVR); interestingly, VBMC participants reported themselves as being most performant. (A low score of OP indicates “good” performance.) The EF is higher for GAMEPAD compared to VBMC and RSVR; note that MD for GAMEPAD is slightly higher
Summary
Virtual reality (VR) has been of interest to researchers for many years (Sutherland 1968), it is only due to recent developments in consumer technologies that VR is back in the mainstream spotlight (Abrash 2014; Lanman et al 2014; Parkin 2013). As more developers and researchers gain access to affordable hardware, it becomes increasingly important to provide interaction design guidelines, best practices, and recommendations for different contexts in order to ensure an enjoyable user experience (UX) (Bowman et al 2008), outside of entertainment scenarios (such as games and movies). Such guidelines can be greatly informed by empirical evaluations, through comparative interaction studies, like the ones presented by Figueiredo et al (2018), Streppel et al (2018), and Vosinakis and Koutsabasis (2018), to name just a few
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