Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk

In this work, we propose a convenient method for evaluating levels of angular jerk in augmented reality (AR) and virtual reality (VR). Jerk is a rarely analyzed metric in usability studies, although it can be measured and calculated easily with most head-worn displays and can yield highly relevant i...

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Autores principales: Jared Van Dam, Kyle Tanous, Matt Werner, Joseph L. Gabbard
Formato: article
Lenguaje:EN
Publicado: MDPI AG 2021
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spelling oai:doaj.org-article:d2802f1139be450e87f269289f8527cd2021-11-11T15:09:06ZCalculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk10.3390/app1121100822076-3417https://doaj.org/article/d2802f1139be450e87f269289f8527cd2021-10-01T00:00:00Zhttps://www.mdpi.com/2076-3417/11/21/10082https://doaj.org/toc/2076-3417In this work, we propose a convenient method for evaluating levels of angular jerk in augmented reality (AR) and virtual reality (VR). Jerk is a rarely analyzed metric in usability studies, although it can be measured and calculated easily with most head-worn displays and can yield highly relevant information to designers. Here, we developed and implemented a system capable of calculating and analyzing jerk in real-time based on orientation data from an off-the-shelf head-worn display. An experiment was then carried out to determine whether the presence of AR user interface annotations results in changes to users’ angular head jerk when conducting a time-pressured visual search task. Analysis of the data indicates that a decrease in jerk is significantly associated with the use of AR augmentations. As noted in the limitations section, however, the conclusions drawn from this work should be limited, as this analysis method is novel in the VR/AR space and because of methodological limitations that limited the reliability of the jerk data. The work presented herein considerably facilitates the use of jerk as a quick component measure of usability and serves as an initial point off which future research involving jerk in VR and AR can be performed.Jared Van DamKyle TanousMatt WernerJoseph L. GabbardMDPI AGarticleangular jerkaugmented realityvirtual realityusabilitysignal detectionergonomicsTechnologyTEngineering (General). Civil engineering (General)TA1-2040Biology (General)QH301-705.5PhysicsQC1-999ChemistryQD1-999ENApplied Sciences, Vol 11, Iss 10082, p 10082 (2021)
institution DOAJ
collection DOAJ
language EN
topic angular jerk
augmented reality
virtual reality
usability
signal detection
ergonomics
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
spellingShingle angular jerk
augmented reality
virtual reality
usability
signal detection
ergonomics
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
Jared Van Dam
Kyle Tanous
Matt Werner
Joseph L. Gabbard
Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk
description In this work, we propose a convenient method for evaluating levels of angular jerk in augmented reality (AR) and virtual reality (VR). Jerk is a rarely analyzed metric in usability studies, although it can be measured and calculated easily with most head-worn displays and can yield highly relevant information to designers. Here, we developed and implemented a system capable of calculating and analyzing jerk in real-time based on orientation data from an off-the-shelf head-worn display. An experiment was then carried out to determine whether the presence of AR user interface annotations results in changes to users’ angular head jerk when conducting a time-pressured visual search task. Analysis of the data indicates that a decrease in jerk is significantly associated with the use of AR augmentations. As noted in the limitations section, however, the conclusions drawn from this work should be limited, as this analysis method is novel in the VR/AR space and because of methodological limitations that limited the reliability of the jerk data. The work presented herein considerably facilitates the use of jerk as a quick component measure of usability and serves as an initial point off which future research involving jerk in VR and AR can be performed.
format article
author Jared Van Dam
Kyle Tanous
Matt Werner
Joseph L. Gabbard
author_facet Jared Van Dam
Kyle Tanous
Matt Werner
Joseph L. Gabbard
author_sort Jared Van Dam
title Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk
title_short Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk
title_full Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk
title_fullStr Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk
title_full_unstemmed Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk
title_sort calculating and analyzing angular head jerk in augmented and virtual reality: effect of ar cue design on angular jerk
publisher MDPI AG
publishDate 2021
url https://doaj.org/article/d2802f1139be450e87f269289f8527cd
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