2017
DOI: 10.3390/sym9090189
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A Study on Interaction of Gaze Pointer-Based User Interface in Mobile Virtual Reality Environment

Abstract: This research proposes a gaze pointer-based user interface to provide user-oriented interaction suitable for the virtual reality environment on mobile platforms. For this purpose, a mobile platform-based three-dimensional interactive content is produced to test whether the proposed gaze pointer-based interface increases user satisfaction through the interactions in a virtual reality environment based on mobile platforms. The gaze pointer-based interface-the most common input method for mobile virtual reality c… Show more

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Cited by 30 publications
(10 citation statements)
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References 34 publications
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“…Unlike simple interaction modes such as the selection of objects and menus in a small‐scale and small‐space scene and the movement of a user in a virtual scene (Atienza et al., 2016; Powell et al., 2016; Han & Kim, 2017; Kim et al., 2017), interaction with mobile VR disaster scenes also requires active roaming exploration and query analysis. The following subsections briefly introduce the gaze‐based scene roaming exploration method and disaster information query method.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Unlike simple interaction modes such as the selection of objects and menus in a small‐scale and small‐space scene and the movement of a user in a virtual scene (Atienza et al., 2016; Powell et al., 2016; Han & Kim, 2017; Kim et al., 2017), interaction with mobile VR disaster scenes also requires active roaming exploration and query analysis. The following subsections briefly introduce the gaze‐based scene roaming exploration method and disaster information query method.…”
Section: Methodsmentioning
confidence: 99%
“…Because a smartphone needs to be placed into a mobile HMD, conventional touch scene interaction cannot be used by mobile VR. At present, mobile VR mainly involves the following four scene interaction modes: (1) using gaze to achieve scene interaction, such as mobile VR video playback (Powell et al., 2016), object selection on a table (Kim, Lee, Jeon, & Kim, 2017), card selection in a game (Han & Kim, 2017), and menu selection in a scene (Huang et al., 2019); (2) toggling a magnet button to achieve scene interaction, such as the start and stop of scene roaming (Powell et al., 2016) or the reset of the user viewpoint (Kim, Lee, Kim, Song, & Lee, 2020); (3) using handheld interactive devices (such as a game handle, Bluetooth handle, or joystick) to achieve scene interaction, such as the use of a gamepad to move one user's position (Shen, Liu, Zheng, & Cao, 2019), the use of Samsung Gear VR and a Bluetooth controller to achieve scene interaction (Levin, Shults, Habibi, An, & Roland, 2020), and the use of a mini joystick for forward/backward movement along a fixed path (Powell et al., 2016); and (4) using virtual gestures to achieve scene interaction, such as the direct integration of a motion control device (e.g. Leap Motion controller) on a mobile HMD to indicate playing cards and object selection in card games (Han & Kim, 2017), or navigating a scene and interacting with scene objects with the help of a Leap Motion controller worn on the wrist (Park & Lee, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…To provide an improved presence to users through high immersion, it is necessary to provide interactions that are so realistic that the boundary between VR and reality is vague [4,5]. To this end, some studies have been carried out to accurately detect the movements of human body joints moving in a real space and to analyze the intention of the movements or the process of action to reflect it in the virtual environment.…”
Section: Immersive Vrmentioning
confidence: 99%
“…Furthermore, studies have been carried out to analyze the factors that improve the presence in interactions using gazes and hands in the application aspect of immersive VR [4,5,22]. To satisfy the improved presence of the user in immersive VR, visual satisfaction should be preceded.…”
Section: Immersive Vrmentioning
confidence: 99%
“…Especially, because AR/VR displays are placed near to eyes, it is impossible to touch the screen directly. Therefore, other input tools using various sensors such as leap motion sensors, electromyograph sensors, inertial measurement units, eye-trackers, IR facial gesture sensors, cameras, and axis-tilt sensors, have been employed [126][127][128][129][130][131][132][133][134].…”
Section: Introductionmentioning
confidence: 99%