Effect of Stereo Deficiencies on Virtual Distal Pointing

dc.authorid Batmaz, Anil Ufuk/0000-0001-7948-8093
dc.authorid Barrera Machuca, Mayra Donaji/0000-0002-8057-7103
dc.authorid Stuerzlinger, Wolfgang/0000-0002-7110-5024
dc.authorwosid Batmaz, Anil Ufuk/ABE-7803-2021
dc.contributor.author Batmaz, Anil Ufuk
dc.contributor.author Batmaz, Anıl Ufuk
dc.contributor.author Mughrabi, Moaaz Hudhud
dc.contributor.author Machuca, Mayra Donaji Barrera
dc.contributor.author Stuerzlinger, Wolfgang
dc.contributor.other Mechatronics Engineering
dc.date.accessioned 2023-10-19T15:11:34Z
dc.date.available 2023-10-19T15:11:34Z
dc.date.issued 2022
dc.department-temp [Batmaz, Anil Ufuk] Concordia Univ, Montreal, PQ, Canada; [Mughrabi, Moaaz Hudhud] Kadir Has Univ, Istanbul, Turkey; [Machuca, Mayra Donaji Barrera] Dalhousie Univ, Halifax, NS, Canada; [Stuerzlinger, Wolfgang] Simon Fraser Univ, Vancouver, BC, Canada en_US
dc.description 28th ACM Symposium on Virtual Reality Software and Technology (VRST) -- NOV 29-DEC 01, 2022 -- Tsukuba, JAPAN en_US
dc.description.abstract Previous work has shown that the mismatch between disparity and optical focus cues, i.e., the vergence and accommodation conflict (VAC), affects virtual hand selection in immersive systems. To investigate if the VAC also affects distal pointing with ray casting, we ran a user study with an ISO 9241:411 multidirectional selection task where participants selected 3D targets with three different VAC conditions, no VAC, i.e., targets placed roughly at 75 cm, which matches the focal plane of the VR headset, constant VAC, i.e., at 400 cm from the user, and varying VAC, where the depth distance of targets changed between 75 cm and 400 cm. According to our results, the varying VAC condition requires the most time and decreases the throughput performance of the participants. It also takes longer for users to select targets in the constant VAC condition than without the VAC. Our results show that in distal pointing placing objects at different depth planes has detrimental effect on the user performance. en_US
dc.description.sponsorship Assoc Comp Machinery,ACM SIGCHI,ACM SIGGRAPH en_US
dc.identifier.citationcount 4
dc.identifier.doi 10.1145/3562939.3565621 en_US
dc.identifier.isbn 978-1-4503-9889-3
dc.identifier.scopus 2-s2.0-85143611247 en_US
dc.identifier.uri https://doi.org/10.1145/3562939.3565621
dc.identifier.uri https://hdl.handle.net/20.500.12469/5088
dc.identifier.wos WOS:001066110500012 en_US
dc.khas 20231019-WoS en_US
dc.language.iso en en_US
dc.publisher Assoc Computing Machinery en_US
dc.relation.ispartof 28th Acm Symposium on Virtual Reality Software and Technology, Vrst 2022 en_US
dc.relation.publicationcategory Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 10
dc.subject Vergence-Accommodation Conflict
dc.subject Perception
dc.subject Vergence-Accommodation Conflict En_Us
dc.subject System
dc.subject Virtual Reality en_US
dc.subject Perception En_Us
dc.subject Vergence-Accommodation Conflict en_US
dc.subject Stereo Deficiencies en_US
dc.subject System En_Us
dc.subject Distal Pointing en_US
dc.subject Motion
dc.subject Ray Casting en_US
dc.subject Motion En_Us
dc.subject Selection en_US
dc.title Effect of Stereo Deficiencies on Virtual Distal Pointing en_US
dc.type Conference Object en_US
dc.wos.citedbyCount 7
dspace.entity.type Publication
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