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Understanding Perspectives for Single- and Multi-Limb Movement Guidance in Virtual 3D Environments

Elsayed, Hesham ; Kartono, Kenneth ; Schön, Dominik ; Schmitz, Martin ; Mühlhäuser, Max ; Weigel, Martin (2022)
Understanding Perspectives for Single- and Multi-Limb Movement Guidance in Virtual 3D Environments.
Tsukuba, Japan
doi: 10.1145/3562939.3565635
Conference or Workshop Item, Bibliographie

Abstract

Movement guidance in virtual reality has many applications ranging from physical therapy, assistive systems to sport learning. These movements range from simple single-limb to complex multi-limb movements. While VR supports many perspectives – e.g., first person and third person – it remains unclear how accurate these perspectives communicate different movements. In a user study (N=18), we investigated the influence of perspective, feedback, and movement properties on the accuracy of movement guidance. Participants had on average an angle error of 6.2° for single arm movements, 7.4° for synchronous two arm movements, and 10.3° for synchronous two arm and leg movements. Furthermore, the results show that the two variants of third-person perspectives outperform a first-person perspective for movement guidance (19.9% and 24.3% reduction in angle errors). Qualitative feedback confirms the quantitative data and shows users have a clear preference for third-person perspectives. Through our findings we provide guidance for designers and developers of future VR movement guidance systems.

Item Type: Conference or Workshop Item
Erschienen: 2022
Creators: Elsayed, Hesham ; Kartono, Kenneth ; Schön, Dominik ; Schmitz, Martin ; Mühlhäuser, Max ; Weigel, Martin
Type of entry: Bibliographie
Title: Understanding Perspectives for Single- and Multi-Limb Movement Guidance in Virtual 3D Environments
Language: English
Date: 2022
Place of Publication: New York, NY, USA
Publisher: Association for Computing Machinery
Book Title: Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology
Series: VRST '22
Event Location: Tsukuba, Japan
DOI: 10.1145/3562939.3565635
URL / URN: https://doi.org/10.1145/3562939.3565635
Abstract:

Movement guidance in virtual reality has many applications ranging from physical therapy, assistive systems to sport learning. These movements range from simple single-limb to complex multi-limb movements. While VR supports many perspectives – e.g., first person and third person – it remains unclear how accurate these perspectives communicate different movements. In a user study (N=18), we investigated the influence of perspective, feedback, and movement properties on the accuracy of movement guidance. Participants had on average an angle error of 6.2° for single arm movements, 7.4° for synchronous two arm movements, and 10.3° for synchronous two arm and leg movements. Furthermore, the results show that the two variants of third-person perspectives outperform a first-person perspective for movement guidance (19.9% and 24.3% reduction in angle errors). Qualitative feedback confirms the quantitative data and shows users have a clear preference for third-person perspectives. Through our findings we provide guidance for designers and developers of future VR movement guidance systems.

Uncontrolled Keywords: virtual reality, body visualization, Movement guidance
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Telecooperation
Date Deposited: 29 Jun 2023 07:29
Last Modified: 29 Jun 2023 08:42
PPN: 509170161
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