The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefits over the stateof-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate findings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them. We also identify research directions for improving evaluation methods and offer ideas for how to make studies more ecologically valid and rigorous.
CCS CONCEPTS• Human-centered computing → HCI theory, concepts and models; HCI design and evaluation methods.
Figure 1: (a) A person (b) embodies an avatar in VR that matches their morphology; however, many non-matching avatars could be better for the given task. (c) Our approach iteratively adapts the avatar to optimise the user's task performance. (d) Here, it produces an avatar with longer arms, helping the user reach a set of targets.
Sense of control is increasingly used as a measure of quality in human-computer interaction. Control has been investigated mainly at a high level, using subjective questionnaire data, but also at a low level, using objective data on participants’ sense of agency. However, it remains unclear how differences in higher level, experienced control reflect lower level sense of control. We study that link in two experiments. In the first one we measure the low-level sense of agency with button, touchpad, and on-skin input. The results show a higher sense of agency with on-skin input. In the second experiment, participants played a simple game controlled with the same three inputs. We find that on-skin input results in both increased sense and experience of control compared to touchpad input. However, the corresponding difference is not found between on-skin and button input, whereas the button performed better in the experiment task. These results suggest that other factors of user experience spill over to the experienced control at rates that overcome differences in the sense of control. We discuss the implications for using subjective measures about the sense of control in evaluating qualities of interaction.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.