Fitts’ law is a standard tool for assessing user performance and interaction device effectiveness in human-computer interaction (HCI). However, it disregards spatial variables in 3D space and arm fatigue impacts. To address these limitations in evaluating hand interaction performance in virtual reality (VR), a target pointing and acquisition experiment was conducted in which two mapping principles of hand movements (translation, angular rotation) and two interaction methods (hand controller, freehand) were compared. The results indicated that (1) in target acquisition, azimuth and inclination angles exhibited a sinusoidal relationship with hand movement time (MT); (2) arm fatigue significantly affected MT, demonstrating an exponential relationship with task duration; (3) in the case of translational movement mapping, freehand interaction exhibited less influence from fatigue compared to controller interaction; while (4) in the angular rotation mapping case, controller pointing demonstrated greater stability, with fewer declines in efficiency than freehand pointing. Based on the findings, new model formulations were developed to accommodate varying conditions.
Read full abstract