Abstract:Abstract-After having carried out a historical review and identifying the state of the art in relation to the interfaces for the exploration of scientific articles, the authors propose a model based in an immersive virtual environment, natural user interfaces and natural language processing, which provides an excellent experience for the user and allows for better use of some of its capabilities, for example, intuition and cognition in 3-dimensional environments. In this work, the Oculus Rift and Leap Motion H… Show more
“…When performing symbolic input hands-free there are two alternatives studied in the literature. The first most used approach is by using speech recognition in conjunction with a text-to-speech service, which allows users to directly input text by spelling the words (e.g., [2,84,106]). The second is to use a virtual keyboard in the VE and use the selection methods (e.g., eye gaze [95] and head gaze [42]) to choose which letters to input.…”
Hands are the most important tool to interact with virtual environments, and they should be available to perform the most critical tasks. For example, a surgeon in VR should keep his/her hands on the instruments and be able to do secondary tasks without performing a disruptive event to the operative task. In this common scenario, one can observe that hands are not available for interaction. The goal of this systematic review is to survey the literature and identify which hands-free interfaces are used, the performed interaction tasks, what metrics are used for interface evaluation, and the results of such evaluations. From 80 studies that met the eligibility criteria, the voice is the most studied interface, followed by the eye and head gaze. Some novel interfaces were brain interfaces and face expressions. System control and selection represent most of the interaction tasks studied and most studies evaluate interfaces for usability. Despite the best interface depending on the task and study, the voice was found to be versatile and showed good results amongst the studies. More research is recommended to improve the practical use of the interfaces and to evaluate the interfaces more formally.
“…When performing symbolic input hands-free there are two alternatives studied in the literature. The first most used approach is by using speech recognition in conjunction with a text-to-speech service, which allows users to directly input text by spelling the words (e.g., [2,84,106]). The second is to use a virtual keyboard in the VE and use the selection methods (e.g., eye gaze [95] and head gaze [42]) to choose which letters to input.…”
Hands are the most important tool to interact with virtual environments, and they should be available to perform the most critical tasks. For example, a surgeon in VR should keep his/her hands on the instruments and be able to do secondary tasks without performing a disruptive event to the operative task. In this common scenario, one can observe that hands are not available for interaction. The goal of this systematic review is to survey the literature and identify which hands-free interfaces are used, the performed interaction tasks, what metrics are used for interface evaluation, and the results of such evaluations. From 80 studies that met the eligibility criteria, the voice is the most studied interface, followed by the eye and head gaze. Some novel interfaces were brain interfaces and face expressions. System control and selection represent most of the interaction tasks studied and most studies evaluate interfaces for usability. Despite the best interface depending on the task and study, the voice was found to be versatile and showed good results amongst the studies. More research is recommended to improve the practical use of the interfaces and to evaluate the interfaces more formally.
“…The option for the user input the options are more limited compared to Virtual Reality systems [33] which can include tracked controllers, hand tracking or virtual keyboards. Conventional flat displays have limited screen space compared to the theoretically infinite virtual space in VR [32]. 2D displays can also not provide adequate depth perception for 3D content.…”
Section: Plos Onementioning
confidence: 99%
“…By querying with an abstract sketch that is created by the user in a short time in Virtual Reality, results can be much more relevant to that user. Generally, traditional Information Retrieval systems can have overloaded interfaces and limited user interaction [32]. [34] suggest that serendipitous Information Retrieval, the unintended discovery of relevant information, can more easily occur in Virtual Reality experiences that mimic information retrieval in the real world (for example in libraries).…”
The Information Retrieval user experience has remained largely unchanged since its inception for computers and mobile devices alike. However, recent developments in Virtual Reality hardware (pioneered by Oculus Rift in 2013) could introduce a new environment for Information Retrieval. This paper reports the results of a Scoping Literature Review (PRISMA-ScR) by rigorously examining the entire body of relevant literature with reproducible methods. The following research questions are answered: “What prototypes and concepts of Virtual Reality Information Retrieval systems with current generation hardware exist?”, “How are user interaction and especially user input realised in these systems?”, “What Retrieval features are used in these systems?”, “How are search results displayed in these systems?” and “Can these VR IR systems compare to traditional (non-VR) IR systems?”. After querying Google Scholar, Scopus and Web of Science, 1042 documents were reviewed in depth. Key features and attributes of the systems are summarised and discussed. Sketches of the user interfaces are included as well. The 30 documents that were relevant to the research questions include 16 distinct systems or theories. They discuss and utilise several user input technologies, ranging from controllers, voice input or hand tracking. Although conventional retrieval features are less common, systems enable retrieval of literature, 3D objects, images, books and texts and arrange them in a virtual space (e.g. as grids, arcs or maps). Finally, many of these systems were compared to conventional counterparts through user evaluation (n = 10). Most found user task times to be shorter or equal (n = 5, n = 3). In the seven papers that measured user performance (rate of correct solutions), three reported better performance (one equal). Notably, users always were more satisfied with the Virtual Reality systems compared to conventional ones. Possible limitations of these evaluations are demographic selection and the quality of baseline systems (control).
“…This study evaluates the effect of visual conflicts such as vergence/accommodation mismatches and double vision for mid-air 3D selection performance [14]. We can also note a case study for the exploration and information retrieval of scientific articles [15].…”
The purpose of this study is to analyze the usefulness of 3D immersive stereoscopic virtual reality technology in applications that provide tactile sensations. Diverse experiments show that the haptic 3D visualization method presented in a 3D stereoscopic space using headsets is more intuitive, accurate and immersive than the haptic 3D visualization method displayed in 3D flat displays. In particular, the intuitiveness has been significantly improved in a stereoscopic 3D visualization rather than flat 3D visualization. In spite of the general superiority of the stereoscopic 3D visualization, it is mentionable that the precise operation performance has not been greatly improved in the elaborate object movements. It means that users can recognize and manipulate the position of objects more quickly in 3D stereoscopic immersive VR environments, however, the precise operation does not benefit greatly in the 3D stereoscopic visualization. Note that the degree of game immersion is remarkably augmented in the case of using 3D stereoscopic visualization.
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.