摘要
Head-gaze interaction is an integral mode of interaction in virtual reality (VR) applications, demonstrating high precision in fine manipulation tasks but low efficiency in large-scale object movements. To enhance the efficiency of head-gaze interaction, this study adjusted the control-display gain to compensate for the weaknesses of head-gaze interaction in a long-distance object-positioning task. We investigated the effect of the control-display gain of head-gaze interaction on movement time (MT) using a cohort of participants (n = 24) to perform experiments. The results showed that the MT first decreased as the gain increased from 1 to 1.5 and then increased afterwards. Further analysis showed that a high gain improved the interaction efficiency in the ballistic phase, but reduced the interaction efficiency in the corrective phase. To be able to obtain higher efficiency of interaction, we designed a dual-gain mode which set different gains in the ballistic and corrective phases. Evaluated using an additional experimental cohort (n = 24), our results showed that the dual-gain mode was more efficient than the mono-gain mode. Moreover, the dual-gain mode with optimal gains did not induce a more serious perception of inconsistency, confusion, nonacceptance and motion sickness, while it had a tendency to reduce the total workload compared to the interaction with normal gain. Our findings provide potential valuable design insights and guidance contributing to improving the efficiency of head-gaze interaction in virtual spaces.
| 源语言 | 英语 |
|---|---|
| 页(从-至) | 2067-2082 |
| 页数 | 16 |
| 期刊 | International Journal of Human-Computer Interaction |
| 卷 | 40 |
| 期 | 8 |
| DOI | |
| 出版状态 | 已出版 - 2024 |
指纹
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