The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays

dc.authoridBatmaz, Anil Ufuk/0000-0001-7948-8093
dc.authoridStuerzlinger, Wolfgang/0000-0002-7110-5024
dc.authorwosidBatmaz, Anil Ufuk/ABE-7803-2021
dc.contributor.authorBatmaz, Anil Ufuk
dc.contributor.authorMachuca, Mayra Donaji Barrera
dc.contributor.authorSun, Junwei
dc.contributor.authorStuerzlinger, Wolfgang
dc.date.accessioned2023-10-19T15:11:34Z
dc.date.available2023-10-19T15:11:34Z
dc.date.issued2022
dc.department-temp[Batmaz, Anil Ufuk] Kadir Has Univ, Istanbul, Turkey; [Machuca, Mayra Donaji Barrera] Dalhousie Univ, Halifax, NS, Canada; [Sun, Junwei] Huawei HMI Lab, Markham, ON, Canada; [Stuerzlinger, Wolfgang] Simon Fraser Univ, Vancouver, BC, Canadaen_US
dc.descriptionCHI Conference on Human Factors in Computing Systems (CHI) -- APR 30-MAY 05, 2022 -- New Orleans, LAen_US
dc.description.abstractPrevious work hypothesized that for Virtual Reality (VR) and Augmented Reality (AR) displays a mismatch between disparities and optical focus cues, known as the vergence and accommodation conflict (VAC), affects depth perception and thus limits user performance in 3D selection tasks within arm's reach (peri-personal space). To investigate this question, we built a multifocal stereo display, which can eliminate the influence of the VAC for pointing within the investigated distances. In a user study, participants performed a virtual hand 3D selection task with targets arranged laterally or along the line of sight, with and without a change in visual depth, in display conditions with and without the VAC. Our results show that the VAC influences 3D selection performance in common VR and AR stereo displays and that multifocal displays have a positive effect on 3D selection performance with a virtual hand.en_US
dc.description.sponsorshipAssoc Comp Machinery,ACM SIGCHI,Google,Bloomberg,Meta,Microsoft,NSF,Yahooen_US
dc.identifier.citation9
dc.identifier.doi10.1145/3491102.3502067en_US
dc.identifier.isbn978-1-4503-9157-3
dc.identifier.scopus2-s2.0-85129737010en_US
dc.identifier.scopusqualityN/A
dc.identifier.urihttps://doi.org/10.1145/3491102.3502067
dc.identifier.urihttps://hdl.handle.net/20.500.12469/5089
dc.identifier.wosWOS:000890212504011en_US
dc.identifier.wosqualityN/A
dc.khas20231019-WoSen_US
dc.language.isoenen_US
dc.publisherAssoc Computing Machineryen_US
dc.relation.ispartofProceedings of The 2022 Chi Conference on Human Factors in Computing Systems (Chi' 22)en_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectHead-Mounted DisplayEn_Us
dc.subjectNear-Eye DisplayEn_Us
dc.subjectDepth-PerceptionEn_Us
dc.subject3d DisplaysEn_Us
dc.subjectFitts LawEn_Us
dc.subjectRealityEn_Us
dc.subjectPerformanceEn_Us
dc.subjectMovementsEn_Us
dc.subjectChildrenEn_Us
dc.subjectDesignEn_Us
dc.subjectHead-Mounted Display
dc.subjectNear-Eye Display
dc.subjectDepth-Perception
dc.subject3d Displays
dc.subjectFitts Law
dc.subjectReality
dc.subject3D pointingen_US
dc.subjectPerformance
dc.subjectvirtual handen_US
dc.subjectMovements
dc.subjectselectionen_US
dc.subjectChildren
dc.subjectFitts' Lawen_US
dc.subjectDesign
dc.subjectvergence-accommodation conflicten_US
dc.titleThe Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displaysen_US
dc.typeConference Objecten_US
dspace.entity.typePublication

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