This paper introduces a method for computing the difficulty of selection tasks in virtual environments using pointing metaphors by operationalizing an established human motor behavior model. In contrast to previous work, the difficulty is calculated automatically at run-time for arbitrary environments. We present and provide the implementation of our method within Unity 3D. The difficulty is computed based on a contextual analysis of spatial boundary conditions, i.e., target object size and shape, distance to the user, and occlusion. We believe our method will enable developers to build adaptive systems that automatically equip the user with the most appropriate selection technique according to the context. Further, it provides a standard metric to better evaluate and compare different selection techniques.
%0 Conference Paper
%1 10.1145/3385956.3422089
%A Zimmerer, Chris
%A Heinrich, Ronja
%A Fischbach, Martin
%A Lugrin, Jean-Luc
%A Latoschik, Marc Erich
%B 26th ACM Symposium on Virtual Reality Software and Technology
%C New York, NY, USA
%D 2020
%I Association for Computing Machinery
%K myown
%R 10.1145/3385956.3422089
%T Computing Object Selection Difficulty in VR Using Run-Time Contextual Analysis
%U https://doi.org/10.1145/3385956.3422089
%X This paper introduces a method for computing the difficulty of selection tasks in virtual environments using pointing metaphors by operationalizing an established human motor behavior model. In contrast to previous work, the difficulty is calculated automatically at run-time for arbitrary environments. We present and provide the implementation of our method within Unity 3D. The difficulty is computed based on a contextual analysis of spatial boundary conditions, i.e., target object size and shape, distance to the user, and occlusion. We believe our method will enable developers to build adaptive systems that automatically equip the user with the most appropriate selection technique according to the context. Further, it provides a standard metric to better evaluate and compare different selection techniques.
%@ 9781450376198
@inproceedings{10.1145/3385956.3422089,
abstract = { This paper introduces a method for computing the difficulty of selection tasks in virtual environments using pointing metaphors by operationalizing an established human motor behavior model. In contrast to previous work, the difficulty is calculated automatically at run-time for arbitrary environments. We present and provide the implementation of our method within Unity 3D. The difficulty is computed based on a contextual analysis of spatial boundary conditions, i.e., target object size and shape, distance to the user, and occlusion. We believe our method will enable developers to build adaptive systems that automatically equip the user with the most appropriate selection technique according to the context. Further, it provides a standard metric to better evaluate and compare different selection techniques.},
added-at = {2020-11-02T07:36:49.000+0100},
address = {New York, NY, USA},
articleno = {49},
author = {Zimmerer, Chris and Heinrich, Ronja and Fischbach, Martin and Lugrin, Jean-Luc and Latoschik, Marc Erich},
biburl = {https://www.bibsonomy.org/bibtex/27a05463aa7fcbbe3730613682d5dd146/hci-uwb},
booktitle = {26th ACM Symposium on Virtual Reality Software and Technology},
doi = {10.1145/3385956.3422089},
interhash = {6bb4cee6262660e53cc3dfa7cc46281e},
intrahash = {7a05463aa7fcbbe3730613682d5dd146},
isbn = {9781450376198},
keywords = {myown},
location = {Virtual Event, Canada},
note = {Best Poster Award 🏆},
numpages = {3},
publisher = {Association for Computing Machinery},
series = {VRST '20},
timestamp = {2024-05-06T17:22:37.000+0200},
title = {Computing Object Selection Difficulty in VR Using Run-Time Contextual Analysis},
url = {https://doi.org/10.1145/3385956.3422089},
year = 2020
}