With the increasing spread of AR head-mounted displays suitable for everyday use, interaction with information becomes ubiquitous, even while walking. However, this requires constant shifts of our attention between walking and interacting with virtual information to fulfill both tasks adequately. Accordingly, we as a community need a thorough understanding of the mutual influences of walking and interacting with digital information to design safe yet effective interactions. Thus, we systematically investigate the effects of different AR anchors (hand, head, torso) and task difficulties on user experience and performance. We engage participants (n=26) in a dual-task paradigm involving a visual working memory task while walking. We assess the impact of dual-tasking on both virtual and walking performance, and subjective evaluations of mental and physical load. Our results show that head-anchored AR content least affected walking while allowing for fast and accurate virtual task interaction, while hand-anchored content increased reaction times and workload.
翻译:随着适用于日常使用的增强现实头戴式显示器日益普及,信息交互变得无处不在,甚至在行走过程中亦可进行。然而,这需要我们在行走与虚拟信息交互之间持续转移注意力,以充分完成两项任务。因此,学界需全面理解行走与数字信息交互的相互影响,从而设计安全且高效的交互方式。为此,我们系统研究了不同增强现实锚定点(手部、头部、躯干)及任务难度对用户体验与表现的影响。我们招募参与者(n=26)进行涉及视觉工作记忆任务的行走双任务实验,评估双任务对虚拟任务表现与行走表现的影响,以及参与者对心智负荷与体力负荷的主观评价。结果表明:头部锚定的增强现实内容对行走影响最小,同时能实现快速准确的虚拟任务交互;而手部锚定内容则会增加反应时间与工作负荷。