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 |
Export: | |
Suche nach Titel in: | TUfind oder in Google |
Send an inquiry |
Options (only for editors)
Show editorial Details |