2019
DOI: 10.1007/s10055-019-00409-6
|View full text |Cite
|
Sign up to set email alerts
|

The impact of the input interface in a virtual environment: the Vive controller and the Myo armband

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
5
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
3
1

Relationship

0
9

Authors

Journals

citations
Cited by 29 publications
(6 citation statements)
references
References 60 publications
1
5
0
Order By: Relevance
“…A one-way ANOVA was conducted, and the results, summarized in Table 2 , showed that participants thought it was significantly more natural to interact in VR with Oculus Touch than on the desktop with the mouse and the keyboard. Previous investigations have arrived at similar results (De Paolis and De Luca 2020 ) that might explain the result of Q3, where the VR users were able to control the game slightly better than the desktop users. Finally, although the VR group understood the information displayed in the game, they expressed a more intense impression that they had been partially lost in at least one step of the game.…”
Section: Results Of the Learning Experiencesupporting
confidence: 58%
“…A one-way ANOVA was conducted, and the results, summarized in Table 2 , showed that participants thought it was significantly more natural to interact in VR with Oculus Touch than on the desktop with the mouse and the keyboard. Previous investigations have arrived at similar results (De Paolis and De Luca 2020 ) that might explain the result of Q3, where the VR users were able to control the game slightly better than the desktop users. Finally, although the VR group understood the information displayed in the game, they expressed a more intense impression that they had been partially lost in at least one step of the game.…”
Section: Results Of the Learning Experiencesupporting
confidence: 58%
“…Numerous studies on 3D interactions have been conducted, and the impact of different sensing devices on VR interactions has been examined from a hardware perspective (De Paolis and De Luca, 2019;Ryu et al, 2021;Vretos et al, 2019). However, new hardware solutions often are large and costly.…”
Section: D Interaction Methodsmentioning
confidence: 99%
“…Adapted with permission. [ 247 ] Copyright 2020, Springer. C) Range of motion and DOF of body parts where wearable devices could be placed.…”
Section: State Of the Fieldmentioning
confidence: 99%