Abstract
Immersive experiences with virtual reality systems are normally connected
to user-scene interaction. The immersive system interpretsmovement commands
and updates its output accordingly. When operating on PC and console
games, interaction is typically triggered by hand-controllers’ buttons, including
joysticks.Whenwearing a head-mounted display (HMD), user’s head-position can
also prompt interaction, e.g. viewpoint changes. This is amajor difference between
operating on a HMD and on a desktop monitor. Changing observation viewpoint
through head-rotation contributes to the user’s immersion in the observed world,
as it comes naturally. However, this may lead to visual disturbances and loss
of concentration in some applications, hindering tasks like scene overviewing,
especially in complex dynamic environments. The latter would call for joystick
use instead. This paper assesses the use of head-rotation and controller joystick
to generate differences in observation viewpoint. Our application context is a
three-dimensional dynamic scene where users must identify and discover threats
represented by unmanned aerial vehicles (UAVs) entering a protected area. Two
distinct levels of depth enhancements are provided using stereoscopic-3D visualization (S3D). Our focus is to see the effects of the two interaction modalities
(head-rotation and joystick) and two S3D levels.We evaluate user performance in
terms of mission success and action timing, and assess how they relate to learning
and memorization. Eye movements are also analyzed to help understand user
interaction patterns and focus of attention.
to user-scene interaction. The immersive system interpretsmovement commands
and updates its output accordingly. When operating on PC and console
games, interaction is typically triggered by hand-controllers’ buttons, including
joysticks.Whenwearing a head-mounted display (HMD), user’s head-position can
also prompt interaction, e.g. viewpoint changes. This is amajor difference between
operating on a HMD and on a desktop monitor. Changing observation viewpoint
through head-rotation contributes to the user’s immersion in the observed world,
as it comes naturally. However, this may lead to visual disturbances and loss
of concentration in some applications, hindering tasks like scene overviewing,
especially in complex dynamic environments. The latter would call for joystick
use instead. This paper assesses the use of head-rotation and controller joystick
to generate differences in observation viewpoint. Our application context is a
three-dimensional dynamic scene where users must identify and discover threats
represented by unmanned aerial vehicles (UAVs) entering a protected area. Two
distinct levels of depth enhancements are provided using stereoscopic-3D visualization (S3D). Our focus is to see the effects of the two interaction modalities
(head-rotation and joystick) and two S3D levels.We evaluate user performance in
terms of mission success and action timing, and assess how they relate to learning
and memorization. Eye movements are also analyzed to help understand user
interaction patterns and focus of attention.
Original language | English |
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Pages | 139 |
Number of pages | 146 |
Publication status | Published - 26 Aug 2022 |
Event | XR Salento 2022 - Lecce, Italy Duration: 6 Jul 2022 → 8 Jul 2022 http://www.xrsalento.it/ |
Conference
Conference | XR Salento 2022 |
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Country/Territory | Italy |
City | Lecce |
Period | 6/07/22 → 8/07/22 |
Internet address |