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Comparison of Eye-Based and Controller-Based Selection in Virtual Reality
International Journal of Human-Computer Interaction ( IF 3.4 ) Pub Date : 2020-10-20 , DOI: 10.1080/10447318.2020.1826190
Wen-jun Hou 1 , Xiao-lin Chen 2
Affiliation  

ABSTRACT

Eye tracking, or pointing, in head-mounted displays enables new input modalities for point-select tasks. The goal of this paper is to explore the Fitts’ modeling of the eye-based selection in a virtual reality environment with controller-based input, providing the baseline for two types of eye-based interaction (dwell and physical trigger) in both three-dimensional and two-dimensional environment. In general, the controller-based interaction offered the highest throughput, best accuracy, and preferences of most participants. The eye-trigger interaction performed roughly between the other two. However, the performance difference between the three interaction modes had become smaller when it comes to three-dimensional targets. The performance of eye-movement interactions had been slightly better in terms of accuracy. Generally speaking, eye-based interaction still has a long way to go before becoming one of the mainstream interaction modalities in virtual reality due to the absence of a more stable and precise eye-tracking device with better calibration methods. Still, in some specific virtual reality environments, eye-based interaction has irreplaceable potential.



中文翻译:

虚拟现实中基于眼和基于控制器的选择的比较

摘要

头戴式显示器中的眼睛跟踪或指向可以为点选择任务启用新的输入方式。本文的目的是在虚拟现实环境中使用基于控制器的输入来探索Fitts对基于眼睛的选择的建模,为这三种基于眼睛的交互(驻留和物理触发)提供基线,维和二维环境。通常,基于控制器的交互为大多数参与者提供了最高的吞吐量,最佳的准确性和首选项。触发触发的交互在其他两个之间大致进行。但是,当涉及到三维目标时,三种交互模式之间的性能差异变小了。眼动交互的性能在准确性方面稍好一些。一般来说,基于眼睛的交互在成为虚拟现实中的主流交互方式之一之前还有很长的路要走,原因是缺少一种具有更好校准方法的更稳定,更精确的眼睛跟踪设备。尽管如此,在某些特定的虚拟现实环境中,基于眼睛的交互具有不可替代的潜力。

更新日期:2020-10-20
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