5 research outputs found

    Scene-motion thresholds during head yaw for immersive virtual environments

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    In order to better understand how scene motion is perceived in immersive virtual environments, we measured scene-motion thresholds under different conditions across three experiments. Thresholds were measured during quasi-sinusoidal head yaw, single left-to-right or right-to-left head yaw, different phases of head yaw, slow to fast head yaw, scene motion relative to head yaw, and two scene illumination levels. We found that across various conditions 1) thresholds are greater when the scene moves with head yaw (corresponding to gain 1:0), and 2) thresholds increase as head motion increases

    Evaluating Semi-Natural Travel and Viewing Techniques in Virtual Reality

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    With seated virtual reality (VR), the use cases based on seating conditions need to be considered while designing the travel and viewing techniques. The most natural method in seated VR, for viewing interactions is the standard 360-degree rotation, for which a swivel chair that spins around the vertical axis is commonly used. However, the VR users will not have the affordances of a swivel chair or the physical space to turn around, all the time. This limits their VR usage based on the availability of certain physical setups. Moreover, for prolonged usage, users might prefer to have convenient viewing interactions by sitting on a couch, not rotating physically all the way around. Our research addresses these scenarios by studying new and existing semi-natural travel and viewing techniques that can be used when full 360-degree rotation is not feasible or is not preferred. Two new techniques, guided head rotation and user-controlled resetting were developed and were compared with existing techniques in three controlled experiments. Standard 360- degree rotation and three joystick-control based viewing techniques (discrete rotation, continuous rotation and continuous rotation with reduced fov) were the existing techniques compared in our experiments. Since the new techniques and some of the existing techniques involve some rotation manipulations that are not natural, they could disorient the users during a virtual experience. So, two VR puzzle games were designed to study the effects of the techniques on spatial awareness of the users. Convenience, simulator sickness, comfort and preferences for home entertainment were the other factors investigated in the experiments. From the experiments, we found out that the results were based on 3D gaming experience of the participants. Participants who played 3D games one or more hours per week had higher tolerance towards the new techniques that had rotational manipulations compared to the participants who did not play any 3D game. Among the joystick rotation techniques, discrete rotation was rated the best by users in terms of simulator sickness. In addition to these experiments, we also present a case study that demonstrates the application of guided head rotation in an experiment that studied natural hand interaction with virtual objects under constrained physical conditions

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an PopularitĂ€t gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von RealitĂ€t und VirtualitĂ€t kombinieren. WĂ€hrend die Technologie sowohl fĂŒr Eingabe- als auch fĂŒr AusgabegerĂ€te marktreif ist, existieren nur wenige Lösungen fĂŒr den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen ĂŒber Leistung und BenutzerprĂ€ferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten BenutzeroberflĂ€chen fĂŒr VR zu einer großen Herausforderung. Diese Arbeit beschĂ€ftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingefĂŒhrt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und BenutzerprĂ€ferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und MenĂŒsteuerung im Kontext des tĂ€glichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst
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