The virtual reality (VR) and human-computer interaction (HCI) combination has radically changed the way users approach a virtual environment, increasing the feeling of VR immersion, and improving the user experience and usability. The evolution of these two technologies led to the focus on VR locomotion and interaction. Locomotion is generally controller-based, but today hand gesture recognition methods were also used for this purpose. However, hand gestures can be stressful for the user who has to keep the gesture activation for a long time to ensure locomotion, especially continuously. Likewise, in Head Mounted Display (HMD)-based virtual environment or Spherical-based system, the use of classic controllers for the 3D scene interaction could be unnatural for the user compared to using hand gestures such \eg pinching to grab 3D objects. To address these issues, we propose a user study comparing the use of the classic controllers (six-degree-of-freedom (6-DOF) or trackballs) in HMD and spherical-based systems, and the hand tracking and gestures in both VR immersive modes. In particular, we focused on the possible differences between spherical-based systems and HMD in terms of the level of immersion perceived by the user, the mode of user interaction (controller and hands), on the reaction of users concerning usefulness, easiness, and behavioral intention to use.
翻译:虚拟现实(VR)和人机互动(HCI)的组合从根本上改变了用户对待虚拟环境的方式,增加了VR沉浸的感觉,并改进了用户的体验和可用性。这两种技术的演变导致对VR Locomotion和互动的重点关注。 Locomotion通常是以控制器为基础的,但今天,手势识别方法也用于此目的。然而,手势对于用户来说压力很大,因为用户必须长期保持动作激活动作,以确保运动,特别是持续。同样,在基于HMD(HMD)的头挂显示(HMD)的虚拟环境或基于球的系统中,使用经典控制器进行3D场互动的经典控制器对用户来说可能是不自然的,而使用手势,我们建议用用户控制器对HMD和机载模式之间可能发生的变化进行对比。我们特别将用户控制系统(六度自由度(6度-DOF)或跟踪球)的使用情况,以及基于电子显示显示器的动态反应(VR)的手势跟踪和手势和手势,用户对机载方式的相互作用和动作的相互作用的系统之间的差别。