scholarly journals The Effects of Augmented Reality Interaction Techniques on Egocentric Distance Estimation Accuracy

2019 ◽  
Vol 9 (21) ◽  
pp. 4652 ◽  
Author(s):  
Chiuhsiang Joe Lin ◽  
Dino Caesaron ◽  
Bereket Haile Woldegiorgis

Recent developments in virtual environment applications allow users to interact with three-dimensional (3D) objects in virtual environments. As interaction with 3D objects in virtual environments becomes more established, it is important to investigate user performance with such interaction techniques within a specific task. This study investigated two interaction modes, direct and indirect, depending on how the users interacted with the 3D objects, by measuring the accuracy of egocentric distance estimation in a stereoscopic environment. Fourteen participants were recruited to perform an acquisition task with both direct pointing and indirect cursor techniques at three egocentric distances and three task difficulty levels. The accuracy of the egocentric distance estimation, throughput, and task completion time were analyzed for each interaction technique. The indirect cursor technique was found to be more accurate than the direct pointing one. On the other hand, a higher throughput was observed with the direct pointing technique than with the indirect cursor technique. However, there were no significant differences in task completion time between the two interaction techniques. The results also showed accuracy to be higher at the greatest distance (150 cm from the participant) than at the closer distances of 90 cm and 120 cm. Furthermore, the difficulty of the task also significantly affected the accuracy, with accuracy lower in the highest difficulty condition than in the medium and low difficulty conditions. The findings of this study contribute to the understanding of user-interaction techniques in a stereoscopic environment. Furthermore, developers of virtual environments may refer to these findings in designing effective user interactions, especially those in which performance relies on accuracy.

2022 ◽  
Vol 6 (1) ◽  
pp. 6
Author(s):  
Jari Kangas ◽  
Sriram Kishore Kumar ◽  
Helena Mehtonen ◽  
Jorma Järnstedt ◽  
Roope Raisamo

Virtual reality devices are used for several application domains, such as medicine, entertainment, marketing and training. A handheld controller is the common interaction method for direct object manipulation in virtual reality environments. Using hands would be a straightforward way to directly manipulate objects in the virtual environment if hand-tracking technology were reliable enough. In recent comparison studies, hand-based systems compared unfavorably against the handheld controllers in task completion times and accuracy. In our controlled study, we compare these two interaction techniques with a new hybrid interaction technique which combines the controller tracking with hand gestures for a rigid object manipulation task. The results demonstrate that the hybrid interaction technique is the most preferred because it is intuitive, easy to use, fast, reliable and it provides haptic feedback resembling the real-world object grab. This suggests that there is a trade-off between naturalness, task accuracy and task completion time when using these direct manipulation interaction techniques, and participants prefer to use interaction techniques that provide a balance between these three factors.


2016 ◽  
Vol 78 (12-3) ◽  
Author(s):  
Arief Hydayat ◽  
Haslina Arshad ◽  
Nazlena Mohamad Ali ◽  
Lam Meng Chun

In a 3D user interface, interaction plays an important role in helping users to manipulate 3D objects in virtual environments. 3D devices, such as data glove and motion tracking, can potentially give users the opportunity to manipulate 3D objects in virtual reality environments such as checking, zooming, translating, rotating, merging and splitting 3D objects in a more natural and easy manner through the use of hand gestures. Hand gestures are often applied in 3D interaction techniques for converting the manipulation mode. This paper will discuss the interaction technique in a virtual environment using a combination of the Push and Pull navigation and the rotation technique. The unimanual use of these 3D interaction techniques can improve the effectiveness of users in their interaction with and manipulation of 3D objects. This study has enhanced the capability of the unimanual 3D interaction technique in terms of 3D interaction feedback in virtual environments.


Author(s):  
Ronald R. Mourant ◽  
Lily Parsi

This study investigated transfer-of-training for a pick-and-place task in monoscopic, stereoscopic, and real-world environments. Ten training trials were given to 30 subjects in the three environments (10 subjects each). The averages of task completion time in the stereoscopic and real-world environments were less than those in the monoscopic environment. In a post-training real-world trial, there were no differences due to the training environment (including another group of 10 subjects who received no training). Subjects, who had training in the stereoscopic or real-world environments, were more accurate in the placement of cans at near targets than those who received monoscopic or no training. Thus training in a virtual stereoscopic environment was beneficial in terms of task accuracy. The effectiveness of virtual environments may continue to improve as advances in computer hardware enable higher resolution presentations and reduce system lags.


Author(s):  
Auður Anna Jónsdóttir ◽  
Ziho Kang ◽  
Tianchen Sun ◽  
Saptarshi Mandal ◽  
Ji-Eun Kim

Objective The goal of this study is to model the effect of language use and time pressure on English as a first language (EFL) and English as a second language (ESL) students by measuring their eye movements in an on-screen, self-directed learning environment. Background Online learning is becoming integrated into learners’ daily lives due to the flexibility in scheduling and location that it offers. However, in many cases, the online learners often have no interaction with one another or their instructors, making it difficult to determine how the learners are reading the materials and whether they are learning effectively. Furthermore, online learning may pose challenges to those who face language barriers or are under time pressure. Method The effects of two factors, language use (EFL vs. ESL) and time constraints (high vs. low time pressure), were investigated during the presentation of online materials. The effects were analyzed based on eye movement measures (eye fixation rate—the total number of eye fixations divided by the task duration and gaze entropy) and behavioral measures (correct rate and task completion time). Results The results show that the ESL students had higher eye fixation rates and longer task completion times than the EFL students. Moreover, high time pressure resulted in high fixation rates, short task completion time, low correct rates, and high gaze entropy. Conclusion and Application The results suggest the possibility of using unobtrusive eye movement measures to develop ways to better assist those who struggle with learning in the online environment.


Electronics ◽  
2021 ◽  
Vol 10 (15) ◽  
pp. 1774
Author(s):  
Ming-Chin Chuang ◽  
Chia-Cheng Yen ◽  
Chia-Jui Hung

Recently, with the increase in network bandwidth, various cloud computing applications have become popular. A large number of network data packets will be generated in such a network. However, most existing network architectures cannot effectively handle big data, thereby necessitating an efficient mechanism to reduce task completion time when large amounts of data are processed in data center networks. Unfortunately, achieving the minimum task completion time in the Hadoop system is an NP-complete problem. Although many studies have proposed schemes for improving network performance, they have shortcomings that degrade their performance. For this reason, in this study, we propose a centralized solution, called the bandwidth-aware rescheduling (BARE) mechanism for software-defined network (SDN)-based data center networks. BARE improves network performance by employing a prefetching mechanism and a centralized network monitor to collect global information, sorting out the locality data process, splitting tasks, and executing a rescheduling mechanism with a scheduler to reduce task completion time. Finally, we used simulations to demonstrate our scheme’s effectiveness. Simulation results show that our scheme outperforms other existing schemes in terms of task completion time and the ratio of data locality.


Symmetry ◽  
2021 ◽  
Vol 13 (3) ◽  
pp. 395
Author(s):  
Chien-Hsiung Chen ◽  
Miao Huang

This study investigated the impacts of different notification modalities used in low and high ambient sound environments for mobile phone interaction. Three different notification modalities—Shaking Visual, Shaking Visual + Vibration, and Vibration—were designed and experimentally tested by asking users to conduct a maze task. A total of 72 participants were invited to take part in the experiment through the convenience sampling method. The generated results indicated that (1) the notification modality affects participants’ task completion time, (2) the error rate pertinent to the number of notifications is positively related to the participants’ task completion time, and (3) the ambient sound level and notification modalities impact the overall experience of the participants. The main contributions of this study are twofold. First, it verifies that the multi-dimensional feature of a Shaking Visual + Vibration synesthesia notification design is implementable. Second, this study demonstrated that the synesthesia notification could be feasible for mobile notification, and it was more perceptible by the users.


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