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
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Publicado: MDPI AG 2021
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spelling oai:doaj.org-article:6110dd9f436e4dbb8a6ac09334f281532021-11-11T14:59:02ZEffect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality10.3390/app112198462076-3417https://doaj.org/article/6110dd9f436e4dbb8a6ac09334f281532021-10-01T00:00:00Zhttps://www.mdpi.com/2076-3417/11/21/9846https://doaj.org/toc/2076-3417Although 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.Mungyeong ChoeJaehyun ParkHyun K. KimMDPI AGarticlevirtual realityhead-mounted displayuser experiencevirtual reality sicknessTechnologyTEngineering (General). Civil engineering (General)TA1-2040Biology (General)QH301-705.5PhysicsQC1-999ChemistryQD1-999ENApplied Sciences, Vol 11, Iss 9846, p 9846 (2021)
institution DOAJ
collection DOAJ
language EN
topic virtual reality
head-mounted display
user experience
virtual reality sickness
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
spellingShingle virtual reality
head-mounted display
user experience
virtual reality sickness
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
Mungyeong Choe
Jaehyun Park
Hyun K. Kim
Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality
description 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.
format article
author Mungyeong Choe
Jaehyun Park
Hyun K. Kim
author_facet Mungyeong Choe
Jaehyun Park
Hyun K. Kim
author_sort Mungyeong Choe
title Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality
title_short Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality
title_full Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality
title_fullStr Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality
title_full_unstemmed Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality
title_sort effect of target size, location, and input method on interaction in immersive virtual reality
publisher MDPI AG
publishDate 2021
url https://doaj.org/article/6110dd9f436e4dbb8a6ac09334f28153
work_keys_str_mv AT mungyeongchoe effectoftargetsizelocationandinputmethodoninteractioninimmersivevirtualreality
AT jaehyunpark effectoftargetsizelocationandinputmethodoninteractioninimmersivevirtualreality
AT hyunkkim effectoftargetsizelocationandinputmethodoninteractioninimmersivevirtualreality
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