Effect of Stereo Deficiencies on Virtual Distal Pointing

dc.authoridBatmaz, Anil Ufuk/0000-0001-7948-8093
dc.authoridBarrera Machuca, Mayra Donaji/0000-0002-8057-7103
dc.authoridStuerzlinger, Wolfgang/0000-0002-7110-5024
dc.authorwosidBatmaz, Anil Ufuk/ABE-7803-2021
dc.contributor.authorBatmaz, Anil Ufuk
dc.contributor.authorMughrabi, Moaaz Hudhud
dc.contributor.authorMachuca, Mayra Donaji Barrera
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] Concordia Univ, Montreal, PQ, Canada; [Mughrabi, Moaaz Hudhud] Kadir Has Univ, Istanbul, Turkey; [Machuca, Mayra Donaji Barrera] Dalhousie Univ, Halifax, NS, Canada; [Stuerzlinger, Wolfgang] Simon Fraser Univ, Vancouver, BC, Canadaen_US
dc.description28th ACM Symposium on Virtual Reality Software and Technology (VRST) -- NOV 29-DEC 01, 2022 -- Tsukuba, JAPANen_US
dc.description.abstractPrevious work has shown that the mismatch between disparity and optical focus cues, i.e., the vergence and accommodation conflict (VAC), affects virtual hand selection in immersive systems. To investigate if the VAC also affects distal pointing with ray casting, we ran a user study with an ISO 9241:411 multidirectional selection task where participants selected 3D targets with three different VAC conditions, no VAC, i.e., targets placed roughly at 75 cm, which matches the focal plane of the VR headset, constant VAC, i.e., at 400 cm from the user, and varying VAC, where the depth distance of targets changed between 75 cm and 400 cm. According to our results, the varying VAC condition requires the most time and decreases the throughput performance of the participants. It also takes longer for users to select targets in the constant VAC condition than without the VAC. Our results show that in distal pointing placing objects at different depth planes has detrimental effect on the user performance.en_US
dc.description.sponsorshipAssoc Comp Machinery,ACM SIGCHI,ACM SIGGRAPHen_US
dc.identifier.citation4
dc.identifier.doi10.1145/3562939.3565621en_US
dc.identifier.isbn978-1-4503-9889-3
dc.identifier.scopus2-s2.0-85143611247en_US
dc.identifier.scopusqualityN/A
dc.identifier.urihttps://doi.org/10.1145/3562939.3565621
dc.identifier.urihttps://hdl.handle.net/20.500.12469/5088
dc.identifier.wosWOS:001066110500012en_US
dc.identifier.wosqualityN/A
dc.khas20231019-WoSen_US
dc.language.isoenen_US
dc.publisherAssoc Computing Machineryen_US
dc.relation.ispartof28th Acm Symposium on Virtual Reality Software and Technology, Vrst 2022en_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectVergence-Accommodation ConflictEn_Us
dc.subjectPerceptionEn_Us
dc.subjectSystemEn_Us
dc.subjectMotionEn_Us
dc.subjectVirtual Realityen_US
dc.subjectVergence-Accommodation Conflicten_US
dc.subjectVergence-Accommodation Conflict
dc.subjectStereo Deficienciesen_US
dc.subjectPerception
dc.subjectDistal Pointingen_US
dc.subjectSystem
dc.subjectRay Castingen_US
dc.subjectMotion
dc.subjectSelectionen_US
dc.titleEffect of Stereo Deficiencies on Virtual Distal Pointingen_US
dc.typeConference Objecten_US
dspace.entity.typePublication

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