当前位置: X-MOL 学术Comput. Ind. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Examining the effect of locomotion techniques on virtual prototype assessment: Gaze analysis using a Head-Mounted Display
Computers in Industry ( IF 8.2 ) Pub Date : 2024-08-28 , DOI: 10.1016/j.compind.2024.104149
Julia Galán Serrano , Francisco Felip-Miralles , Almudena Palacios-Ibáñez

Improvements in the performance and graphical quality of Head-Mounted Displays (HMDs) have led to their increasing use in Virtual Reality (VR) for product presentation and virtual prototype (VP) evaluations. Various locomotion techniques in VR make it possible to move through a virtual scenario and approach the VP for evaluation purposes. The integration of eye-tracking devices into recent HMDs allows the trajectory and gaze behavior of observers to be reported during the evaluation, often more objectively than self-report questionnaires. However, very few studies have used physiological measures for the evaluation of products embedded in VR environments. Therefore, this paper offers a study in which 95 people evaluated three VPs of street furniture presented in their environment of use using Meta Quest Pro headset and explored through teleport and natural walking. The influence of the locomotion techniques on the ratings recorded using a semantic differential, sense of presence, cybersickness, and the role of eye-tracking in understanding gaze behavior while evaluating products' Areas of Interest (AOIs), are investigated. This study found no evidence that the way of approaching the product influences the evaluation of some of its features, overall product evaluation, confidence in responses, sense of presence, or cybersickness differently. On the other hand, this work evidences that the locomotion technique had an impact on how the user approached the products, which could significantly influence the viewing time of some AOIs. The study revealed that the most observed AOIs coincided with those parts closely related to important features, generally located at the top of the products, so paying special attention to these parts when designing and evaluating similar VPs is recommended.

中文翻译:


检查运动技术对虚拟原型评估的影响:使用头戴式显示器进行注视分析



头戴式显示器 (HMD) 性能和图形质量的改进使其越来越多地用于虚拟现实 (VR) 中的产品演示和虚拟原型 (VP) 评估。 VR 中的各种运动技术使得在虚拟场景中移动并接近 VP 进行评估成为可能。将眼球追踪设备集成到最新的头戴式显示器中,可以在评估过程中报告观察者的轨迹和注视行为,通常比自我报告问卷更客观。然而,很少有研究使用生理测量来评估嵌入 VR 环境中的产品。因此,本文提供了一项研究,其中 95 人使用 Meta Quest Pro 耳机评估了他们使用环境中呈现的三个街道设施 VP,并通过瞬移和自然行走进行探索。研究了移动技术对使用语义差异、存在感、晕机症记录的评级的影响,以及在评估产品感兴趣区域 (AOI) 时眼动追踪在理解凝视行为中的作用。这项研究没有发现任何证据表明接触产品的方式会对对其某些功能的评估、整体产品评估、响应信心、存在感或网络病产生不同的影响。另一方面,这项工作证明移动技术对用户接近产品的方式有影响,这可能会显着影响某些 AOI 的观看时间。 研究表明,观察最多的 AOI 与那些与重要功能密切相关的部分一致,通常位于产品的顶部,因此建议在设计和评估类似 VP 时特别注意这些部分。
更新日期:2024-08-28
down
wechat
bug