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Exploring frame-based gesture design for immersive VR shopping environments
Behaviour & Information Technology ( IF 3.7 ) Pub Date : 2020-07-16 , DOI: 10.1080/0144929x.2020.1795261
Huiyue Wu 1, 2 , Shengqian Fu 1 , Liuqingqing Yang 1 , Xiaolong (Luke) Zhang 3
Affiliation  

ABSTRACT

In the design of gesture-based user interfaces, traditional gesture elicitation studies suffer from the legacy bias problem. In this paper, we conducted an exploratory study about the practical effects of frame-based design for gestural interaction with immersive VR shopping applications. In this study, we derived gestures via the traditional guessability and the framed guessability approaches. Experimental results indicated that priming participants with a frame, or a scenario, could significantly reduce the impact of legacy bias, and result in superior gesture vocabulary. However, no evidence was found that the priming technique would generate more gesture types, which may lead to lower agreement scores due to the reduction of legacy bias. Based on our findings, we propose some concrete design guidelines for gesture-based interaction. We highlight the implications of this work for the design of all gesture-based applications.



中文翻译:

探索沉浸式 VR 购物环境的基于帧的手势设计

摘要

在基于手势的用户界面设计中,传统的手势启发研究存在遗留偏差问题。在本文中,我们对基于框架的设计在与沉浸式 VR 购物应用的手势交互中的实际效果进行了探索性研究。在这项研究中,我们通过传统的可猜测性和框架的可猜测性方法推导出手势。实验结果表明,用框架或场景启动参与者可以显着减少传统偏见的影响,并产生更好的手势词汇。然而,没有证据表明启动技术会产生更多的手势类型,由于减少了传统偏差,这可能导致较低的一致性分数。根据我们的发现,我们提出了一些基于手势交互的具体设计指南。

更新日期:2020-07-16
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