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...
Guardado en:
Autores principales: | , , , |
---|---|
Formato: | article |
Lenguaje: | EN |
Publicado: |
MDPI AG
2021
|
Materias: | |
Acceso en línea: | https://doaj.org/article/d2802f1139be450e87f269289f8527cd |
Etiquetas: |
Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
|
id |
oai:doaj.org-article:d2802f1139be450e87f269289f8527cd |
---|---|
record_format |
dspace |
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 |
work_keys_str_mv |
AT jaredvandam calculatingandanalyzingangularheadjerkinaugmentedandvirtualrealityeffectofarcuedesignonangularjerk AT kyletanous calculatingandanalyzingangularheadjerkinaugmentedandvirtualrealityeffectofarcuedesignonangularjerk AT mattwerner calculatingandanalyzingangularheadjerkinaugmentedandvirtualrealityeffectofarcuedesignonangularjerk AT josephlgabbard calculatingandanalyzingangularheadjerkinaugmentedandvirtualrealityeffectofarcuedesignonangularjerk |
_version_ |
1718437179134312448 |