Applying Touchscreen Based Navigation Techniques to Mobile Virtual Reality with Open Clip-On Lenses
Abstract
:1. Introduction
2. Related Work
3. Touch Based 3D Navigation Methods for EasyVR
3.1. Head-Directed + Touch-to-Go (HD + TG)
3.2. Head-Directed + Touch-to-Teleport (HD + TT)
3.3. Head-Directed + Joystick-to-Go (HD + JG) and Joystick-Directed + Joystick-to-Go (JD + JG)
3.4. Head-Directed + Drag’n Go (HD + DG) and Joystick-Directed + Drag’n Go (JD + DG)
4. Experiment
4.1. Experiment Design
4.2. Experimental Task
4.3. Experimental Procedure
5. Results
5.1. Quantitative Results
5.2. Qualitative Results
5.3. Experienced vs. Non-Experienced
6. Discussion and Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A
- The revised IEQ (immersive experience questionnaire [25])—each question was answered in 5 Likert scale (1-less immersive ~ 5: more immersive) and summed to produce a total score (total possible score = 155 when the immersion is at its maximum).
- To what extend did the VR task hold your attention?
- To what extend did you feel you were focused on the VR task?
- How much effort did you put into carrying out the VR task?
- Did you feel that you were trying your best?
- To what extend did you lose track of time?
- To what extend did you feel consciously aware of being in the real world whilst playing?
- To what extend did you forget about your everyday concerns?
- To what extent were you aware of yourself in your surroundings?
- To what extend did you notice events taking place around you?
- Did you feel the urge at any point to stop and see what was happening around you?
- To what extent did you feel that you were interacting with the VR environment?
- To what extend did you feel as though you were separated from your real world environment?
- To what extend did you feel that the VR content was something you were experiencing, rather than something you were just doing?
- To what extent was your sense of being in the VR environment stronger than your sense of being in the real world?
- At any point did you find yourself become so involved that you were unaware you were even using controls?
- To what extent did you feel as though you were moving through the VR environment according to your own will?
- To what extent did you find the VR task challenging?
- Were there any times during the game in which you just wanted to give up?
- To what extent did you feel motivated while carrying out the VR task?
- To what extent did you find the VR task easy?
- To what extend did you feel like you were making progress towards the end of the VR task?
- How well do you think you performed in the VR task?
- To what extent did you feel emotionally attached to the VR task?
- To what extent were you interested in seeing how the VR task would progress?
- How much did you want to “finish” the VR task?
- Were you in suspense about whether or not you would finish or not the VR task?
- At any point did you find yourself become so involved that you wanted to speak to the VR environment directly?
- To what extent did you enjoy the graphics and the imagery?
- How much would you say you enjoyed VR task?
- When interrupted, were you disappointed that the VR task was over?
- Would you like to carry out the VR task again?
- The SSQ (Simulation Sickness Questionnaire [26,27])—each question was answered in 4 levels (1-less sick ~ 4-more sick). The questions were categorized into three groups; about nausea (N), disorientation (D) and oculomotor (O) aspects. Each category summed scores were weighted by 9.54 (N), 13.92 (D) and 7.58 (O), then multiplied by 3.74 as prescribed in [27] (total possible score = 812 when the sickness is at its maximum).
- General Discomfort (N)
- Fatigue (O)
- Headache (O)
- Eye Strain (O)
- Difficulty Focusing (O, D)
- Salivation Increased (N)
- Sweating (N)
- Nausea (N, D)
- Difficulty Concentrating (N, O)
- Fullness of the Head (O, D)
- Blurred Vision (O, D)
- Dizziness with Eyes Open (D)
- Dizziness with Eyes Closed (D)
- Vertigo (D)
- Stomach Awareness (N)
- Burping/Vomiting (N)
- The Usability Questionnaire—each question was answered in 7 level Likert scale (1-less usable ~ 5-more usable). The questions were categorized into six categories: ease of use, learnability, efficiency, fun, fatigue and satisfaction/preference.
- Ease of use: How easy was the given interface to use?
- Learnability: How easy were you able to learn the given interface?
- Perceived Efficiency: Did you perceive interface to be fast and accurate in achieving the objective of the task?
- Fun/Enjoyment: Did you enjoy using the given interface?
- Fatigue: Did you in anyway feel tired or fatigued in using the given interface?
- Satisfaction/Preference: Simply rate the given interface for general satisfaction.
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Interfaces | Direction Control | Movement Control |
---|---|---|
Head-directed + Touch-to-go (HD + TG) | Head rotation | Discrete touch |
Head-directed + Touch-to-teleport (HD + TT) | Head rotation (+Touch) | Discrete touch |
Head-directed + Joystick-to-go (HD + JG) | Head rotation (+Drag) | Continuous drag |
Joystick-directed + Joystick-to-go (JD + JG) | Continuous drag | Continuous drag |
Head-directed + Drag’n Go (HD + DG) | Head rotation (+Touch) | Continuous drag |
Joystick-directed + Drag’n Go (JD + DG) | Continuous drag | - |
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Kim, Y.R.; Choi, H.; Chang, M.; Kim, G.J. Applying Touchscreen Based Navigation Techniques to Mobile Virtual Reality with Open Clip-On Lenses. Electronics 2020, 9, 1448. https://doi.org/10.3390/electronics9091448
Kim YR, Choi H, Chang M, Kim GJ. Applying Touchscreen Based Navigation Techniques to Mobile Virtual Reality with Open Clip-On Lenses. Electronics. 2020; 9(9):1448. https://doi.org/10.3390/electronics9091448
Chicago/Turabian StyleKim, Youngwon Ryan, Hyeonah Choi, Minwook Chang, and Gerard J. Kim. 2020. "Applying Touchscreen Based Navigation Techniques to Mobile Virtual Reality with Open Clip-On Lenses" Electronics 9, no. 9: 1448. https://doi.org/10.3390/electronics9091448
APA StyleKim, Y. R., Choi, H., Chang, M., & Kim, G. J. (2020). Applying Touchscreen Based Navigation Techniques to Mobile Virtual Reality with Open Clip-On Lenses. Electronics, 9(9), 1448. https://doi.org/10.3390/electronics9091448