TY - GEN
T1 - DepthMove
T2 - 18th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2019
AU - Yu, Difeng
AU - Liang, Hai Ning
AU - Lu, Xueshi
AU - Zhang, Tianyu
AU - Xu, Wenge
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/10
Y1 - 2019/10
N2 - Head-based interactions are very handy for virtual reality (VR) head-worn display (HWD) systems. A useful head-based interaction technique could help users to interact with VR environments in a hands-free manner (i.e., without the need of a hand-held de-vice). Moreover, it can sometimes be seamlessly integrated with other input modalities to provide richer interaction possibilities. This paper explores the potential of a new approach that we call DepthMove to allow interactions that are based on head motions along the depth dimension. With DepthMove, a user can interact with a VR system proactively by moving the head perpendicular to the VR HWD forward or backward. We use two user studies to investigate, model, and optimize DepthMove by taking into con-sideration user performance, subjective response, and social ac-ceptability. The results allow us to determine the optimal and comfortable DepthMove range. We also distill recommendations that can be used to guide the design interfaces that use DepthMove for efficient and accurate interaction in VR HWD systems. A third study is conducted to demonstrate the usefulness of DepthMove relative to other techniques in four application scenarios.
AB - Head-based interactions are very handy for virtual reality (VR) head-worn display (HWD) systems. A useful head-based interaction technique could help users to interact with VR environments in a hands-free manner (i.e., without the need of a hand-held de-vice). Moreover, it can sometimes be seamlessly integrated with other input modalities to provide richer interaction possibilities. This paper explores the potential of a new approach that we call DepthMove to allow interactions that are based on head motions along the depth dimension. With DepthMove, a user can interact with a VR system proactively by moving the head perpendicular to the VR HWD forward or backward. We use two user studies to investigate, model, and optimize DepthMove by taking into con-sideration user performance, subjective response, and social ac-ceptability. The results allow us to determine the optimal and comfortable DepthMove range. We also distill recommendations that can be used to guide the design interfaces that use DepthMove for efficient and accurate interaction in VR HWD systems. A third study is conducted to demonstrate the usefulness of DepthMove relative to other techniques in four application scenarios.
KW - 3D position tracking
KW - Hands-free interaction
KW - Head-based interaction
KW - Head-worn displays
KW - Target selection
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85078247030&partnerID=8YFLogxK
U2 - 10.1109/ISMAR.2019.00-20
DO - 10.1109/ISMAR.2019.00-20
M3 - Conference Proceeding
AN - SCOPUS:85078247030
T3 - Proceedings - 2019 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2019
SP - 103
EP - 114
BT - Proceedings - 2019 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2019
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 14 October 2019 through 18 October 2019
ER -