Evaluation of direct manipulation using finger tracking for complex tasks in an immersive cube

Scientific publication - Journal Article uoadl:3071032 8 Read counter

Unit:
NKUA research material
Department of Informatics and Telecommunications
Title:
Evaluation of direct manipulation using finger tracking for complex tasks in an immersive cube
Languages of Item:
English
Abstract:
A solution for interaction using finger tracking in a cubic immersive virtual reality system (or immersive cube) is presented. Rather than using a traditional wand device, users can manipulate objects with fingers of both hands in a close-to-natural manner for moderately complex, general purpose tasks. Our solution couples finger tracking with a real-time physics engine, combined with a heuristic approach for hand manipulation, which is robust to tracker noise and simulation instabilities. A first study has been performed to evaluate our interface, with tasks involving complex manipulations, such as balancing objects while walking in the cube. The user's finger-tracked manipulation was compared to manipulation with a 6 degree-of-freedom wand (or flystick), as well as with carrying out the same task in the real world. Users were also asked to perform a free task, allowing us to observe their perceived level of presence in the scene. Our results show that our approach provides a feasible interface for immersive cube environments and is perceived by users as being closer to the real experience compared to the wand. However, the wand outperforms direct manipulation in terms of speed and precision. We conclude with a discussion of the results and implications for further research. © 2014 Springer-Verlag London.
Publication year:
2014
Authors:
Chapoulie, E.
Marchal, M.
Dimara, E.
Roussou, M.
Lombardo, J.-C.
Drettakis, G.
Journal:
Virtual Reality
Publisher:
Springer-Verlag London Ltd
Volume:
18
Number:
3
Pages:
203-217
Keywords:
Heuristic methods; Virtual reality, Complex task; Direct manipulation; Hand manipulation; Heuristic approach; Immersive; Immersive virtual reality; Real-time physics, Geometry
Official URL (Publisher):
DOI:
10.1007/s10055-014-0246-0
The digital material of the item is not available.