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Viewfinder virtual reality
Viewfinder virtual reality







Participants' performance was quantified through behavioral and verbal responses, which were captured through video recordings and written notes. A within-subject experimental design was used to allow all participants to interact with all technologies, such as HTC VIVE, head-mounted display (HMD), tablet, mouse, augmented reality (AR), leap motion (LM), and a combination of HMD with LM. This study aims to evaluate how patients with dementia interact and accept 5 out-of-the-shelf technologies while completing 10 virtual reality tasks.Ī total of 12 participants diagnosed with dementia (mean age 75.08 years, mean Mini-Mental State Examination score 17.33, and mean schooling 5.55 ) at a health care center in Portugal were invited to participate in this study.

viewfinder virtual reality

However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as they can lead to negative behaviors, such as anxiety, fatigue, and even cybersickness. Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. The current findings could be directly applied to the application of bare-hand interaction in VR environments. The performance of finger clicking interaction varied remarkably at the center and edge of the horizontal field of view, while no significant difference was found among ray-casting at various horizontal azimuths. Within the shared applicable distance, the finger clicking interaction achieved a shorter total reaction time and higher clicking accuracy. The results indicated that the applicable distance range of finger clicking interaction and finger ray-casting was 0.2 to 1.4 m and over 0.4 m, respectively. This study involved 14 participants, constructed a virtual laboratory environment in VR, and compared the above two finger-based interaction techniques in terms of aspects of the task performance, including the success rate, total reaction time, operational deviation, and accuracy, at different spatial positions. Among the three-dimensional object selection techniques employed in virtual reality (VR), bare hand-based finger clicking interaction and ray-casting are two convenient approaches with a high level of acceptance. Object selection is the basis of natural user–computer interaction (NUI) in a virtual environment (VE).

viewfinder virtual reality

The proposed technique can be used in VR applications to enhance the selection of distant objects.

viewfinder virtual reality

The associated user behavior was also recorded and analyzed to understand the underlying reasons for the improved task performance and reduced workload. Experimental results of Fitts' law-based tests with 20 participants showed that ViewfinderVR outperformed traditional raycasting in terms of task performance (movement time, error rate, and throughput) and perceived workload (NASA-TLX ratings), where touch interaction was superior to ray-based interaction. ViewfinderVR enables faster and more accurate target selection by allowing customization of the interaction space projected onto a virtual panel within reach, and users can select objects reflected on the panel with either ray-based or touch interaction. To overcome this limitation, this study proposed a new technique called ViewfinderVR for improved selection of distant objects in VR, utilizing a virtual viewfinder panel with a modern adaptation of the through-the-lens metaphor. However, the selection of small or distant objects through raycasting has been known to be difficult. Selection is one of the fundamental user interactions in virtual reality (VR) and 3D user interaction, and raycasting has been one of the most popular object selection techniques in VR.









Viewfinder virtual reality