Comparative to conventional 2D interaction methods, virtual reality (VR) demonstrates an opportunity for unique interface and interaction design decisions. Currently, this poses a challenge when developing an accessible VR experience as existing interaction techniques may not be usable by all users. It was discovered that many traditional 2D interface interaction methods have been directly converted to work in a VR space with little alteration to the input mechanism, such as the use of a laser pointer designed to that of a traditional cursor. It is recognized that distanceindependent millimetres can support designers in developing interfaces that scale in virtual worlds. Relevantly, Fitts law states that as distance increases, user movements are increasingly slower and performed less accurately. In this paper we propose the use of a low pass filter, to normalize user input noise, alleviating fine motor requirements during ray-based interaction. A development study was conducted to understand the feasibility of implementing such a filter and explore its effects on end users experience. It demonstrates how an algorithm can provide an opportunity for a more accurate and consequently less frustrating experience by filtering and reducing involuntary hand tremors. Further discussion on existing VR design philosophies is also conducted, analysing evidence that supports multisensory feedback and psychological models. The completed study can be downloaded from GitHub.
翻译:与传统二维交互方法相比,虚拟现实(VR)为界面与交互设计的独特决策提供了契机。然而,当前在开发无障碍VR体验时面临挑战,因为现有交互技术可能无法被所有用户使用。研究发现,许多传统二维界面交互方法在直接移植至VR空间时,其输入机制几乎未经调整——例如将激光指示器设计为传统光标形式。已有共识表明,与距离无关的毫米级精度可支持设计者构建可随虚拟世界缩放比例的界面。与之相关,菲茨定律指出,当距离增加时,用户动作会逐渐变慢且精确度下降。本文提出采用低通滤波器对用户输入噪声进行归一化处理,以缓解基于射线交互中的精细运动需求。我们开展了一项开发研究,以验证该滤波器的实现可行性,并探究其对终端用户体验的影响。研究表明,通过过滤并减少非自愿性手部震颤,该算法能够提供更精确、更少挫败感的交互体验。此外,本文进一步探讨了现有VR设计理念,分析了支持多感官反馈与心理模型的实证证据。完整研究代码可从GitHub下载。