Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view and offer users a high level of immersion. However, little is known about users' performance (e.g., pointing speed and accuracy) on them. We explore users' pointing performance on large virtual curved displays. We investigate standard pointing factors (e.g., target width and amplitude) in combination with relevant curve-related factors, namely display curvature and both linear and angular measures. Our results show that the less curved the display, the higher the performance, i.e., faster movement time. This result holds for pointing tasks controlled via their visual properties (linear widths and amplitudes) or their motor properties (angular widths and amplitudes). Additionally, display curvatures significantly affect the error rate for both linear and angular conditions. Furthermore, we observe that curved displays perform better or similar to flat displays based on throughput analysis. Finally, we discuss our results and provide suggestions regarding pointing tasks on large curved displays in VR.
翻译:虚拟现实环境中的大型曲面显示器在分析任务、游戏或娱乐中越来越受欢迎,用于可视化高分辨率内容。先前研究表明,此类显示器能提供宽广的视野和沉浸感。然而,关于用户在其上的性能(如指向速度和准确性)知之甚少。我们探索了用户在大型虚拟曲面显示器上的指向性能,结合标准指向因素(如目标宽度和振幅)与曲率相关因素(即显示器曲率及线性和角度测量指标)。结果显示,显示器曲率越小,性能越高(即移动时间更快),该结论适用于通过视觉特性(线性宽度和振幅)或运动特性(角度宽度和振幅)控制的指向任务。此外,显示器曲率在线性和角度条件下均显著影响错误率。基于吞吐量分析,我们还观察到曲面显示器的性能优于或等同于平面显示器。最后,我们讨论了研究结果,并为虚拟现实中大型曲面显示器的指向任务提供了建议。