Owing to the popularity of various hand tracking interfaces, there have been numerous applications
developed to provide intuitive hand interaction with the virtual world. As users start with great
anticipation, they end up with dissatisfaction due to difficulties of manipulation or physical tiredness
coming very short. Although the task itself is rather trivial in a real life situation, it requires much effort
in the virtual environment. We address this awkwardness as ‘VR interaction-induced fatigue symptom’
and hypothesize its causes based on our observations. We argue that the source of the fatigue comes
from the restricted sensory information of the VR interfaces, and that users try to accommodate the
missing sensory feedback by excessive motion leading to wrong posture or bad timing. We demonstrate
our hypothesis by conducting experiments of two types of virtual interaction scenarios: object transport
and 3D selection. Furthermore, by analyzing the behaviors of users' action collected from our experiment,
we derive essential factors to be considered in designing VR applications, and propose a conceptual
interaction model for orchestrating virtual grasping.
Owing to the popularity of various hand tracking interfaces, there have been numerous applicationsdeveloped to provide intuitive hand interaction with the virtual world. As users start with greatanticipation, they end up with dissatisfaction due to difficulties of manipulation or physical tirednesscoming very short. Although the task itself is rather trivial in a real life situation, it requires much effortin the virtual environment. We address this awkwardness as ‘VR interaction-induced fatigue symptom’and hypothesize its causes based on our observations. We argue that the source of the fatigue comesfrom the restricted sensory information of the VR interfaces, and that users try to accommodate themissing sensory feedback by excessive motion leading to wrong posture or bad timing. We demonstrateour hypothesis by conducting experiments of two types of virtual interaction scenarios: object transportand 3D selection. Furthermore, by analyzing the behaviors of users' action collected from our experiment,we derive essential factors to be considered in designing VR applications, and propose a conceptualinteraction model for orchestrating virtual grasping.
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