“…They did not notice any difference in pointing between AR and VR headsets -which contradicts [37,51]. All the previous studies evaluated pointing performance [5,6,15,26,58] in a 3D environment rendered via an HMD. We did not find any work focusing on virtual surfaces (flat or curved) rendering interactive and selectable 2D content such as a virtual display inside the virtual environment.…”
Section: Target Pointing In Hmdmentioning
confidence: 84%
“…They also found that the perceived workload with gaze pointing was lower than with head pointing. Batmaz et al [5] explored distal pointing and found that targets placed at the focal distance of a VR headset (0.75m in the case of HTC VIVE) have higher throughput compared to target placed outside the focal distance (further than 0.75m). Batmaz et al [6] used Fitts' law for pointing tasks in AR and VR where users had to move a motiontracked wand to point at virtual objects in two movement directions: view direction (i.e., front-to-back movements in the forward direction of where the user is facing) and lateral direction (i.e., pointing left and right).…”
Figure 1: Display Curvature: (a) 2000R, (b) 4000R, (c) 6000R where the numbers refer to screen radius in mm. (d) A flat display. (e) A user is using raycast for pointing on a 4000R display
“…They did not notice any difference in pointing between AR and VR headsets -which contradicts [37,51]. All the previous studies evaluated pointing performance [5,6,15,26,58] in a 3D environment rendered via an HMD. We did not find any work focusing on virtual surfaces (flat or curved) rendering interactive and selectable 2D content such as a virtual display inside the virtual environment.…”
Section: Target Pointing In Hmdmentioning
confidence: 84%
“…They also found that the perceived workload with gaze pointing was lower than with head pointing. Batmaz et al [5] explored distal pointing and found that targets placed at the focal distance of a VR headset (0.75m in the case of HTC VIVE) have higher throughput compared to target placed outside the focal distance (further than 0.75m). Batmaz et al [6] used Fitts' law for pointing tasks in AR and VR where users had to move a motiontracked wand to point at virtual objects in two movement directions: view direction (i.e., front-to-back movements in the forward direction of where the user is facing) and lateral direction (i.e., pointing left and right).…”
Figure 1: Display Curvature: (a) 2000R, (b) 4000R, (c) 6000R where the numbers refer to screen radius in mm. (d) A flat display. (e) A user is using raycast for pointing on a 4000R display
“…These studies revealed that users' performance is significantly affected by target width and amplitude (i.e., the distance between two targets in meters or pixels). Previous studies [6,7,14,23,60] on target selection in VR evaluated pointing performance using Fitts law in a 3D environment rendered via an HMD. These studies in VR also concluded that user performance primarily depends on target widths and amplitudes.…”
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