Measuring the Effect of Stereo Deficiencies on Peripersonal Space Pointing

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.authorMughribi, Moaaz Hudhud
dc.contributor.authorSarac, Mine
dc.contributor.authorMachuca, Mayra Barrera
dc.contributor.authorStuerzlinger, Wolfgang
dc.date.accessioned2023-10-19T15:11:52Z
dc.date.available2023-10-19T15:11:52Z
dc.date.issued2023
dc.department-temp[Batmaz, Anil Ufuk] Concordia Univ, Montreal, PQ, Canada; [Mughribi, Moaaz Hudhud; Sarac, Mine] Kadir Has Univ, Istanbul, Turkiye; [Machuca, Mayra Barrera] Dalhousie Univ, Halifax, NS, Canada; [Stuerzlinger, Wolfgang] Simon Fraser Univ, Burnaby, BC, Canadaen_US
dc.description30th IEEE Conference Virtual Reality and 3D User Interfaces (IEEE VR) -- MAR 25-29, 2023 -- Shanghai, PEOPLES R CHINAen_US
dc.description.abstractState-of-the-art Virtual Reality (VR) and Augmented Reality (AR) headsets rely on singlefocal stereo displays. For objects away from the focal plane, such displays create a vergence-accommodation conflict (VAC), potentially degrading user interaction performance. In this paper, we study how the VAC affects pointing at targets within arm's reach with virtual hand and raycasting interaction in current stereo display systems. We use a previously proposed experimental methodology that extends the ISO 9241-411:2015 multi-directional selection task to enable fair comparisons between selecting targets in different display conditions. We conducted a user study with eighteen participants and the results indicate that participants were faster and had higher throughput in the constant VAC condition with the virtual hand. We hope that our results enable designers to choose more efficient interaction methods in virtual environments.en_US
dc.description.sponsorshipIEEE,IEEE Comp Soc,Lujiazui Financial City,Baidu,Sensetime,Unity,Ximmerse,Vivo,GritWorld,Alibaba,Image Derivat Inc,Raysengine,S Dream,Virtual Reall Inteligent Hardware,Hypergryph,EVIS,Soarscape,United Imagingen_US
dc.identifier.citation3
dc.identifier.doi10.1109/VR55154.2023.00063en_US
dc.identifier.endpage492en_US
dc.identifier.isbn979-8-3503-4815-6
dc.identifier.issn2642-5246
dc.identifier.scopus2-s2.0-85159587114en_US
dc.identifier.scopusqualityN/A
dc.identifier.startpage482en_US
dc.identifier.urihttps://doi.org/10.1109/VR55154.2023.00063
dc.identifier.urihttps://hdl.handle.net/20.500.12469/5257
dc.identifier.wosWOS:000990497900048en_US
dc.identifier.wosqualityN/A
dc.khas20231019-WoSen_US
dc.language.isoenen_US
dc.publisherIEEE Computer Socen_US
dc.relation.ispartof2023 Ieee Conference Virtual Reality and 3d User Interfaces, Vren_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectFitts LawEn_Us
dc.subjectChildrenEn_Us
dc.subjectMotionEn_Us
dc.subjectHuman-centered computingen_US
dc.subjectHuman Computer Interaction (HCI);Human-centered computingen_US
dc.subjectFitts Law
dc.subjectVirtual Realityen_US
dc.subjectChildren
dc.subjectHuman-centered computingen_US
dc.subjectMotion
dc.subjectPointingen_US
dc.titleMeasuring the Effect of Stereo Deficiencies on Peripersonal Space Pointingen_US
dc.typeConference Objecten_US
dspace.entity.typePublication

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