Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality

Published: 02 August 2022 Publication History

Abstract

Target selection in virtual reality (VR) is usually carried out with the need of visual attention. While target selection in VR has been extensively investigated in non-walking activities (e.g., sitting or standing), there have been few studies about eyes-engaged target selection during walking in virtual environments. Therefore, we conducted a comprehensive study to explore the effects of physical walking (as an independent variable with low, medium and high speeds) on eyes-engaged selection tasks with targets (three target sizes and three target depths) in two experiments: targets fixed in the virtual environment (Experiment One) and targets fixed to the virtual body (Experiment Two), respectively. Results showed that for Experiment One, the low walking speed led to the significantly longest task completion time, while the medium and high speeds had similar task completion time. For Experiment Two, higher walking speed led to longer task completion time. In both tasks, error rate significantly increased as walking speed increased. The effects of walking speed also varied across target size and target depth. We conclude our study with a set of design implications for target selection tasks when walking in VR environments.

References

[1]
Abtahi P, Gonzalez-Franco M, Ofek E, Steed A (2019) I’m a giant: Walking in large virtual environments at high speed gains. In: Proceedings of the 2019 CHI conference on human factors in computing systems, pp 1–13
[2]
Argelaguet F and Andujar C A survey of 3d object selection techniques for virtual environments Comput Graph 2013 37 3 121-136
[3]
Armbrüster C, Wolter M, Kuhlen T, Spijkers W, and Fimm B Depth perception in virtual reality: distance estimations in peri-and extrapersonal space Cyberpsychol Behavior 2008 11 1 9-15
[4]
Banton T, Stefanucci J, Durgin F, Fass A, and Proffitt D The perception of walking speed in a virtual environment Presence Teleoper Virtual Environ 2005 14 4 394-406
[5]
Barrera Machuca MD, Stuerzlinger W (2019) The effect of stereo display deficiencies on virtual hand pointing. In: Proceedings of the 2019 CHI conference on human factors in computing systems, pp 1–14
[6]
Batmaz AU, Mutasim AK, Stuerzlinger W (2020) Precision vs. power grip: A comparison of pen grip styles for selection in virtual reality. In: 2020 IEEE conference on virtual reality and 3D user interfaces abstracts and workshops (VRW), pp 23–28. IEEE
[7]
Batmaz AU, Stuerzlinger W (2021) The effect of pitch in auditory error feedback for fitts’ tasks in virtual reality training systems. In: 2021 IEEE conference on virtual reality and 3D user interfaces (VR), pp 85–94. IEEE
[8]
Bergström J, Dalsgaard T.-S, Alexander J, Hornbæk K (2021) How to evaluate object selection and manipulation in vr? guidelines from 20 years of studies. In: Proceedings of the 2021 CHI conference on human factors in computing systems, pp 1–20
[9]
Bergstrom-Lehtovirta J, Oulasvirta A, Brewster S (2011) The effects of walking speed on target acquisition on a touchscreen interface. In: Proceedings of the 13th international conference on human computer interaction with mobile devices and services, pp 143–146
[10]
Bowman DA, Johnson DB, and Hodges LF Testbed evaluation of virtual environment interaction techniques Presence Teleoper Virtual Environ 2001 10 1 75-95
[11]
Bozgeyikli E, Rail A, Katkoori S, and Dubey R Locomotion in virtual reality for room scale tracked areas Int J Hum Comput Stud 2019 122 38-49
[12]
Bruder G, Lubos P, and Steinicke F Cognitive resource demands of redirected walking IEEE Trans Visual Comput Graphics 2015 21 4 539-544
[13]
Cashion J, Wingrave C, and LaViola Jr J.J Dense and dynamic 3d selection for game-based virtual environments IEEE Trans Visual Comput Graphics 2012 18 4 634-642
[14]
Cherni, H., Métayer, N., & Souliman, N. (2020). Literature review of locomotion techniques in virtual reality. International Journal of Virtual Reality.  https://doi.org/10.20870/IJVR.2020.20.1.3183.
[15]
Chiovetto E and Giese MA Kinematics of the coordination of pointing during locomotion PLoS ONE 2013 8 11 79555
[16]
Choi J-S, Kang D-W, Seo J-W, and Tack G-R Reliability of the walking speed and gait dynamics variables while walking on a feedback-controlled treadmill J Biomech 2015 48 7 1336-1339
[17]
Faul F, Erdfelder E, Lang A-G, and Buchner A G* power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences Behav Res Methods 2007 39 2 175-191
[18]
Feasel J, Whitton MC, Kassler L, Brooks FP, and Lewek MD The integrated virtual environment rehabilitation treadmill system IEEE Trans Neural Syst Rehabil Eng 2011 19 3 290-297
[19]
Feasel J, Whitton M.C, Wendt J.D (2008) Llcm-wip: Low-latency, continuous-motion walking-in-place. In: IEEE symposium on 3D user interfaces 2008, pp 97–104
[20]
Fung J, Richards CL, Malouin F, McFadyen BJ, and Lamontagne A A treadmill and motion coupled virtual reality system for gait training post-stroke CyberPsychol Behavior 2006 9 2 157-162
[21]
Gao B, Kim B, Kim J-I, and Kim H Amphitheater layout with egocentric distance-based item sizing and landmarks for browsing in virtual reality Int J Human-Comput Interact 2019 35 10 831-845
[22]
Gao B, Lu Y, Kim H, Kim B, Long J (2019) Spherical layout with proximity-based multimodal feedback for eyes-free target acquisition in virtual reality. In: International conference on human-computer interaction, pp 44–58. Springer
[23]
Gao B, Mai Z, Tu H, Duh H.B.-L (2021) Evaluation of body-centric locomotion with different transfer functions in virtual reality. In: 2021 IEEE virtual reality and 3D user interfaces (VR), pp 493–500. IEEE
[24]
Grossman T, Balakrishnan R (2006) The design and evaluation of selection techniques for 3d volumetric displays. In: Proceedings of the 19th annual ACM symposium on user interface software and technology, pp 3–12
[25]
Hanson S, Paris R.A, Adams H.A, Bodenheimer B (2019) Improving walking in place methods with individualization and deep networks. In: 2019 IEEE conference on virtual reality and 3D user interfaces (VR), pp 367–376
[26]
Interrante V, Ries B, Anderson L (2007) Seven league boots: A new metaphor for augmented locomotion through moderately large scale immersive virtual environments. In: 2007 IEEE symposium on 3D user interfaces. IEEE
[27]
Iwata H (1999) Walking about virtual environments on an infinite floor. In: Proceedings IEEE virtual reality, pp 286–293
[28]
Iwata H, Yano H, Fukushima H, and Noma H Circulafloor [locomotion interface] IEEE Comput Graphics Appl 2005 25 1 64-67
[29]
Janeh O, Langbehn E, Steinicke F, Bruder G, Gulberti A, and Poetter-Nerger M Walking in virtual reality: Effects of manipulated visual self-motion on walking biomechanics ACM Trans Appl Percept 2017 14 2 1-15
[30]
Janeh O, Langbehn E, Steinicke F, Bruder G (2017) Biomechanical analysis of (non-)isometric virtual walking of older adults. In: IEEE virtual reality, pp 217–218
[31]
Kane S.K, Wobbrock J.O, Smith I.E (2008) Getting off the treadmill: evaluating walking user interfaces for mobile devices in public spaces. In: Proceedings of the 10th international conference on human computer interaction with mobile devices and services, pp 109–118
[32]
Kannape OA, Barré A, Aminian K, and Blanke O Cognitive loading affects motor awareness and movement kinematics but not locomotor trajectories during goal-directed walking in a virtual reality environment PLoS ONE 2014 9 1 85560
[33]
Kassler L, Feasel J, Lewek M.D, Brooks Jr F.P, Whitton M.C (2010) Matching actual treadmill walking speed and visually perceived walking speed in a projection virtual environment. In: Proceedings of the 7th symposium on applied perception in graphics and visualization, pp 161–161
[34]
Keung CCW, Kim JI, and Ong QM Developing a bim-based muvr treadmill system for architectural design review and collaboration Appl Sci 2021 11 15 6881
[35]
Khanwalker S, Balakrishna S, Jain R (2016) Exploration of large image corpuses in virtual reality. In: ACM multimedia, pp 596–600
[36]
Lin CJ, Woldegiorgis BH (2017) Egocentric distance perception and performance of direct pointing in stereoscopic displays 64:66–74
[37]
Lin M, Goldman R, Price KJ, Sears A, and Jacko J How do people tap when walking? an empirical investigation of nomadic data entry Int J Hum Comput Stud 2007 65 9 759-769
[38]
Liu J, Prouzeau A, Ens B, Dwyer T (2020) Design and evaluation of interactive small multiples data visualisation in immersive spaces. In: 2020 IEEE conference on virtual reality and 3D user interfaces (VR), pp 588–597. IEEE
[39]
Lubos P, Bruder G, Steinicke F (2014) Analysis of direct selection in head-mounted display environments. In: 2014 IEEE symposium on 3D user interfaces, pp 11–18
[40]
Lu Y, Yu C, Shi Y (2020) Investigating bubble mechanism for ray-casting to improve 3d target acquisition in virtual reality. In: 2020 IEEE Conference on virtual reality and 3D user interfaces (VR), pp 35–43. IEEE
[41]
Machuca MDB, Stuerzlinger W (2018) Do stereo display deficiencies affect 3d pointing? In: Extended abstracts of 2018 CHI conference on human factors in computing systems, pp 1–6
[42]
Medina E, Fruland R, Weghorst S (2008) Virtusphere: Walking in a human size vr “hamster ball”. In: Proceedings of the human factors and ergonomics society annual meeting, vol. 52, pp. 2102–2106 . SAGE Publications Sage CA: Los Angeles, CA
[43]
Mine MR (1995) Virtual environment interaction techniques. UNC Chapel Hill CS Dept
[44]
Ng A, Brewster S (2013) The relationship between encumbrance and walking speed on mobile interactions. In: CHI’13 extended abstracts on human factors in computing systems, pp 1359–1364
[45]
Nilsson NC, Serafin S, and Nordahl R Establishing the range of perceptually natural visual walking speeds for virtual walking-in-place locomotion IEEE Trans Visual Comput Graphics 2014 20 4 569-578
[46]
Nilsson NC, Serafin S, and Nordahl R The effect of visual display properties and gain presentation mode on the perceived naturalness of virtual walking speeds IEEE Virtual Reality Conf 2015 2015 81-88
[47]
Nilsson NC, Serafin S, Steinicke F, and Nordahl R Natural walking in virtual reality: A review Comput Entertain 2018 16 2 1-22
[48]
Nilsson N.C, Serafin S, Laursen M.H, Pedersen K.S, Sikström E, Nordahl R (2013) Tapping-in-place: Increasing the naturalness of immersive walking-in-place locomotion through novel gestural input. In: IEEE symposium on 3D user interfaces 2013, pp 31–38. IEEE
[49]
Nilsson N.C, Serafin S, Nordahl R (2014) The influence of step frequency on the range of perceptually natural visual walking speeds during walking-in-place and treadmill locomotion. In: Proceedings of the 20th ACM symposium on virtual reality software and technology, pp 187–190
[50]
Polechoński J, Nierwińska K, Kalita B, and Wodarski P Can physical activity in immersive virtual reality be attractive and have sufficient intensity to meet health recommendations for obese children? a pilot study Int J Environ Res Public Health 2020 17 21 8051
[51]
Poupyrev I, Billinghurst M, Weghorst S, Ichikawa T (1996) The go-go interaction technique: non-linear mapping for direct manipulation in vr. In: Proceedings of the 9th annual ACM symposium on user interface software and technology, pp 79–80
[52]
Poupyrev I, Ichikawa T, Weghorst S, Billinghurst M (1998) Egocentric object manipulation in virtual environments: empirical evaluation of interaction techniques. In: Computer graphics forum, vol. 17, pp 41–52. Wiley Online Library
[53]
Powell W, Stevens B, Hand S, Simmonds M (2011) Blurring the boundaries: The perception of visual gain in treadmill-mediated virtual environments. In: 3rd IEEE VR 2011 workshop on perceptual illusions in virtual environments
[54]
Sayyad E, Sra M, Höllerer T (2020) Walking and teleportation in wide-area virtual reality experiences. In: 2020 IEEE international symposium on mixed and augmented reality (ISMAR), pp 608–617
[55]
Schildbach B, Rukzio E (2010) Investigating selection and reading performance on a mobile phone while walking. In: Proceedings of the 12th international conference on human computer interaction with mobile devices and services, pp 93–102
[56]
Schneider S, Maruhn P, Bengler K (2018) Locomotion, non-isometric mapping and distance perception in virtual reality. In: ICCAE, pp 22–26
[57]
Serrar Z, Elmarzouqi N, Jarir Z, Lapayre J.-C (2014) Evaluation of disambiguation mechanisms of object-based selection in virtual environment: Which performances and features to support “pick out”? In: Proceedings of the XV international conference on human computer interaction, pp 1–8
[58]
Sloot L, Van der Krogt M, and Harlaar J Effects of adding a virtual reality environment to different modes of treadmill walking Gait Posture 2014 39 3 939-945
[59]
Steinicke F, Ropinski T, Hinrichs K (2006) Object selection in virtual environments using an improved virtual pointer metaphor. In: Computer vision and graphics, pp 320–326
[60]
Suma EA, Lipps Z, Finkelstein S, Krum DM, and Bolas M Impossible spaces: Maximizing natural walking in virtual environments with self-overlapping architecture IEEE Trans Visual Comput Graphics 2012 18 4 555-564
[61]
Suma E.A, Babu S, Hodges L.F (2007) Comparison of travel techniques in a complex, multi-level 3d environment. In: IEEE symposium on 3D user interfaces 2007
[62]
Suma E.A, Bruder G, Steinicke F, Krum D.M, Bolas M (2012) A taxonomy for deploying redirection techniques in immersive virtual environments. In: 2012 IEEE virtual reality workshops (VRW), pp 43–46. IEEE
[63]
Takashina T, Ito M, Nagaura H, Wakabayashi E (2021) Evaluation of curved raycasting-based interactive surfaces in virtual environments. In: 2021 IEEE conference on virtual reality and 3D user interfaces abstracts and workshops (VRW), pp 534–535
[64]
Teather RJ, Stuerzlinger W (2011) Pointing at 3d targets in a stereo head-tracked virtual environment. In: 2011 IEEE symposium on 3D user interfaces, pp 87–94
[65]
Tregillus S, Folmer E (2016) Vr-step: Walking-in-place using inertial sensing for hands free navigation in mobile vr environments. In: Proceedings of the CHI conference on human factors in computing systems, pp 1250–1255
[66]
Tu H, Huang S, Yuan J, Ren X, Tian F (2019) Crossing-based selection with virtual reality head-mounted displays. In: Proceedings of the 2019 CHI conference on human factors in computing systems, pp 1–14
[67]
Usoh M, Arthur K, Whitton M.C, Bastos R, Steed A, Slater M, Brooks Jr F.P (1999) Walking> walking-in-place> flying, in virtual environments. In: Proceedings of the 26th annual conference on computer graphics and interactive techniques, pp 359–364
[68]
Vanacken L, Grossman T, Coninx K (2007) Exploring the effects of environment density and target visibility on object selection in 3d virtual environments. In: 2007 IEEE symposium on 3D user interfaces. IEEE
[69]
Wehden L-O, Reer F, Janzik R, Tang WY, and Quandt T The slippery path to total presence: How omnidirectional virtual reality treadmills influence the gaming experience Media Commun 2021 9 1 5-16
[70]
Wendt JD, Whitton MC, and Brooks JFP Tgud wip: Gait-understanding-driven walking-in-place IEEE Virtual Reality 2010 2010 51-58
[71]
Wobbrock J.O, Kay M (2016) Nonparametric statistics in human–computer interaction. In: Modern statistical methods for HCI, pp 135–170
[72]
Wu H, Deng Y, Pan J, Han T, Hu Y, Huang K, and Zhang XL User capabilities in eyes-free spatial target acquisition in immersive virtual reality environments Appl Ergon 2021 94 103400
[73]
Yan Y, Yu C, Ma X, Huang S, Iqbal H, Shi Y (2018) Eyes-free target acquisition in interaction space around the body for virtual reality. In: Proceedings of the 2018 CHI conference on human factors in computing systems, pp 1–13
[74]
Yao R, Heath T, Davies A, Forsyth T, Mitchell N, and Hoberman P Oculus vr best practices guide Oculus VR 2014 4 27-35
[75]
Yatani K and Truong KN An evaluation of stylus-based text entry methods on handheld devices studied in different user mobility states Pervasive Mob Comput 2009 5 5 496-508
[76]
Yu D, Zhou Q, Newn J, Dingler T, Velloso E, and Goncalves J Fully-occluded target selection in virtual reality IEEE Trans Visual Comput Graphics 2020 26 12 3402-3413
[77]
Zhou Q, Yu D, Reinoso MN, Newn J, Goncalves J, and Velloso E Eyes-free target acquisition during walking in immersive mixed reality IEEE Trans Visual Comput Graphics 2020 26 12 3423-3433

Cited By

View all
  • (2024)Gaze on the Go: Effect of Spatial Reference Frame on Visual Target Acquisition During Physical Locomotion in Extended RealityProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642915(1-16)Online publication date: 11-May-2024

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Virtual Reality
Virtual Reality  Volume 27, Issue 2
Jun 2023
1035 pages
ISSN:1359-4338
EISSN:1434-9957
Issue’s Table of Contents

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 02 August 2022
Accepted: 21 June 2022
Received: 21 September 2021

Author Tags

  1. Virtual reality
  2. Target selection
  3. Physical walking
  4. Ray-casting selection
  5. Eyes-engaged interaction

Qualifiers

  • Research-article

Funding Sources

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 18 Aug 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Gaze on the Go: Effect of Spatial Reference Frame on Visual Target Acquisition During Physical Locomotion in Extended RealityProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642915(1-16)Online publication date: 11-May-2024

View Options

View options

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media