In this paper, we investigate the effects of encumbrance (carrying typical objects such as shopping bags during interaction) and walking on target acquisition on a touchscreen mobile phone. Users often hold objects and use mobile devices at the same time and we examined the impact encumbrance has on one-and two-handed interactions. Three common input postures were evaluated: twohanded index finger, one-handed preferred thumb and twohanded both thumbs, to assess the effects on performance of carrying a bag in each hand while walking. The results showed a significant decrease in targeting performance when users were encumbered. For example, input accuracy dropped to 48.1% for targeting with the index finger when encumbered, while targeting error using the preferred thumb to input was 4.2mm, an increase of 40% compared to unencumbered input. We also introduce a new method to evaluate the user's preferred walking speed when interacting -PWS&I, and suggest future studies should use this to get a more accurate measure of the user's input performance.
This paper explores the use of VR Head Mounted Displays (HMDs) in-car and in-motion for the first time. Immersive HMDs are becoming everyday consumer items and, as they offer new possibilities for entertainment and productivity, people will want to use them during travel in, for example, autonomous cars. However, their use is confounded by motion sickness caused in-part by the restricted visual perception of motion conflicting with physically perceived vehicle motion (accelerations/rotations detected by the vestibular system). Whilst VR HMDs restrict visual perception of motion, they could also render it virtually, potentially alleviating sensory conflict. To study this problem, we conducted the first on-road and in motion study to systematically investigate the effects of various visual presentations of the real-world motion of a car on the sickness and immersion of VR HMD wearing passengers. We established new baselines for VR in-car motion sickness, and found that there is no one best presentation with respect to balancing sickness and immersion. Instead, user preferences suggest different solutions are required for differently susceptible users to provide usable VR in-car. This work provides formative insights for VR designers and an entry point for further research into enabling use of VR HMDs, and the rich experiences they offer, when travelling.
This paper examines key challenges in supporting passenger use of augmented and virtual reality headsets in transit. These headsets will allow passengers to break free from the restraints of physical displays placed in constrained environments such as cars, trains and planes. Moreover, they have the potential to allow passengers to make better use of their time by making travel more productive and enjoyable, supporting both privacy and immersion. However, there are significant barriers to headset usage by passengers in transit contexts. These barriers range from impediments that would entirely prevent safe usage and function (e.g. motion sickness) to those that might impair their adoption (e.g. social acceptability). We identify the key challenges that need to be overcome and discuss the necessary resolutions and research required to facilitate adoption and realize the potential advantages of using mixed reality headsets in transit.
Abstract. This paper investigates the effects of encumbrance (holding different types of objects while using mobile devices) to understand the interaction difficulties that it causes. An experiment was conducted where participants performed a target acquisition task on a touchscreen mobile phone while carrying different types of bags and boxes. Mobility was also evaluated since people carry items from one place to another. Motion capture hardware was used to track hand and arm postures to examine how holding the different types of objects caused excessive movement and instability therefore resulting in performance to decline. The results showed encumbrance and mobility caused target accuracy to decrease although input while holding the box under the non-dominant arm was more accurate and exerted quicker targeting times than holding no objects. Encumbrance affected the dominant hand more than the non-dominant hand as targeting error significantly increased and caused greater hand instability. The issues caused by encumbrance suggest the topic requires more attention from researchers and users would benefit greatly if better interaction techniques and applications are developed to counteract the problems.
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