2021
DOI: 10.1016/j.apergo.2021.103400
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User capabilities in eyes-free spatial target acquisition in immersive virtual reality environments

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Cited by 14 publications
(5 citation statements)
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References 12 publications
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“…Content should focus on users' central vision and near peripheral corresponding to 30 • eccentricity angle horizontally (Bhise, 2012;Hussain et al, 2020;Wu et al, 2021) Using foveated rendering or FOV restrictor (depending on eye tracking) (Adhanom et al, 2020) See also CYB_11…”
Section: Focus Areasmentioning
confidence: 99%
See 1 more Smart Citation
“…Content should focus on users' central vision and near peripheral corresponding to 30 • eccentricity angle horizontally (Bhise, 2012;Hussain et al, 2020;Wu et al, 2021) Using foveated rendering or FOV restrictor (depending on eye tracking) (Adhanom et al, 2020) See also CYB_11…”
Section: Focus Areasmentioning
confidence: 99%
“…See also S_6 Basic interactions and interfaces can influence task difficulty (Yan et al, 2017;Geiger et al, 2018;Speicher et al, 2018;Zielasko et al, 2019;Biener et al, 2020;Gao et al, 2021;Wagner et al, 2021;Wu et al, 2021). Spatialization within VR seems to reduce mental workload only if tasks require such cognitively-related resources (Filho et al, 2018(Filho et al, , 2020Wismer et al, 2018;Armougum et al, 2019;Bernard et al, 2019;Broucke and Deligiannis, 2019;Baceviciute et al, 2021) Multitasking (Ahmad et al, 2021), especially interruptions (Cheng et al, 2020;Mcmullan et al, 2021) impacts negatively performance due to higher mental workload.…”
Section: Task Difficultymentioning
confidence: 99%
“…However, the gain in speed came at the cost of accuracy as expected. Under visual control, participants achieved higher success rates for grabbing and dropping targets than operating outside their FOV without vision, which has been quantified in previous experiments [63,64,70]. Note that our targets were world-anchored and static; while the experimenter ensured that participants did not move from the position on the floor, shifts in upper-body pose may already result in a considerable effect.…”
Section: Discussionmentioning
confidence: 78%
“…Figure 8: HOOV's tracking accuracy over time (compared to OptiTrack tracking with sub-mm accuracy) in Study 1.Participants' interactions outside the FOV mostly occurred within the first three seconds, during which HOOV achieved the best tracking performance and which covers the majority of interactions outside the user's field of view[63]. HOOV's tracking also remains stable afterwards, where the median and mean position error does not significantly exceed 15 cm.…”
mentioning
confidence: 97%
“…But, Shen et al (2019a) report that tasks in a virtual environment versus a real office drive higher mental fatigue. Five studies experiment with various HCI aspects, which show that independent of the task goal, the interface and interactions already impact mental workload (Geiger et al 2018;Speicher et al 2018b;Zielasko et al 2019;Biener et al 2020;Gao et al 2021;Wu et al 2021). It appears that assistance within the interface helps to reduce mental workload and promote higher performance in VR (Geiger et al 2018;Gupta et al 2020;Gao et al 2021).…”
Section: Mental Overload and Working In Vrmentioning
confidence: 99%