Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality

Although new virtual reality (VR) devices and their contents are actively being released, there are still not enough studies to prepare its interface/interaction standard. In this study, it was investigated whether specific interaction factors influenced task performance and the degree of virtual re...

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Autores principales: Mungyeong Choe, Jaehyun Park, Hyun K. Kim
Formato: article
Lenguaje:EN
Publicado: MDPI AG 2021
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Acceso en línea:https://doaj.org/article/6110dd9f436e4dbb8a6ac09334f28153
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Sumario:Although new virtual reality (VR) devices and their contents are actively being released, there are still not enough studies to prepare its interface/interaction standard. In this study, it was investigated whether specific interaction factors influenced task performance and the degree of virtual reality sickness when performing pointing tasks in immersive virtual reality. A smartphone-based VR device was used, and twenty-five targets were placed in a 5 × 5 layout on the VR experimental area that extended to a range similar to the human viewing angle. Task completion time (TCT) was significantly affected by target selection method (<i>p</i> < 0.001) and target size (<i>p</i> < 0.001), whereas the error rate (ER) significantly differed for the target selection method (<i>p</i> < 0.001) and not for the target size (<i>p</i> = 0.057). Target location was observed to be a factor affecting TCT (<i>p</i> < 0.001), but it did not affect the ER (<i>p</i> = 0.876). VR sickness was more severe when the target size was smaller. Gaze selection was found to be more efficient when accuracy is demanded, and manual selection is more efficient for quick selection. Moreover, applying these experimental data to Fitts’ Law showed that the movement time was found to be less affected by the device when using the gaze-selection method. Virtual reality provides a three-dimensional visual environment, but a one-dimensional formula can sufficiently predict the movement time. The result of this study is expected to be a reference for preparing interface/interaction design standards for virtual reality.