Leveraging Head Movement for Navigating Off-Screen Content on Large Curved Displays
Authors
Paper Title
Leveraging Head Movement for Navigating Off-Screen Content on Large Curved Displays
Publication Info
- Topic area: Head-movement-based navigation for large curved displays
- Keywords: Head movement, curved displays, workspace navigation, polynomial mapping, rate control, zone control, VR sickness, user study, 360° content, navigation techniques
Background and Problem
- Problem / challenge: Large curved displays are ideal for immersive 360° content but restrict users to a 180° viewport, leaving much content off-screen. Conventional navigation techniques (e.g., mouse panning, joystick steering) are physically demanding and disrupt user flow. Prior work on head movements for navigation has not been applied to wall-sized curved displays.
- Significance: Efficient navigation of off-screen content is critical for applications like immersive analytics, training simulations, and collaborative decision-making. Addressing this challenge can reduce fatigue, improve user experience, and enhance productivity.
- Motivation and related work: Previous research has explored rate control and zone control mappings for navigation on various devices, as well as head-based navigation in VR and CAVE environments. However, the effectiveness of these techniques for head-based navigation on large curved displays remains unexplored.
Solution
- Proposed approach: A head-movement-based navigation system using rate control and zone control mappings to access off-screen content on large curved displays.
- Novelty:
- Introduction of polynomial rate control as the most effective mapping for head-based navigation.
- Systematic comparison of seven mapping functions (three rate control, four zone control) for head-to-workspace navigation.
- Validation of the head-based polynomial technique against industry-standard methods (Drag–&–Flick and Push–&–Release) in a realistic map navigation task.
- Design guidelines for implementing head-based navigation on large curved displays.
- Procedure and key techniques:
- Study 1: Evaluation of three rate control (linear, sigmoid, polynomial) and four zone control (continuous, friction, additive, interrupted) mappings for head-based navigation.
- Study 2: Comparison of the best-performing head-based mapping (polynomial) with Drag–&–Flick and Push–&–Release in a map navigation task.
- Metrics: Trial time, head rotation, workload (NASA TLX), VR sickness (VRSQ), and user preferences.
Results
- Concrete findings:
- Polynomial rate control was the fastest (mean trial time: 3.70s) and most preferred mapping in Study 1, with the lowest workload and VR sickness scores.
- In Study 2, the Head-Polynomial technique outperformed Drag–&–Flick and Push–&–Release in trial time (19.57s vs. 27.07s and 20.87s, respectively) and perceived workload.
- Head-Polynomial required less motion time (5.31s) and was ranked as the most preferred technique by 12/18 participants.
- Advantage over baselines:
- Head-Polynomial was faster, less physically demanding, and more preferred than Drag–&–Flick and Push–&–Release.
- Drag–&–Flick was the least efficient, inducing the highest workload and VR sickness.
- Experiments / evaluation:
- Study 1: 28 participants evaluated seven mapping functions across three display window sizes (400cm, 600cm, 800cm) and three target distances (500cm, 750cm, 1000cm).
- Study 2: 18 participants compared Head-Polynomial with Drag–&–Flick and Push–&–Release in a map navigation task involving two country clusters with varying angular separations.
- Limitations and future work:
- Results are specific to a 180° curved display with a 3.27m radius; other configurations may require recalibration.
- Limited gender diversity in participants (Study 1: 20 males, 8 females; Study 2: 14 males, 4 females).
- Short washout periods may have influenced VR sickness scores.
- Future work: Extend to 2D/3D navigation, explore multi-user scenarios, investigate adaptive mapping functions, and compare with gaze or speech input.
Summary
This paper introduces a head-movement-based navigation system for accessing off-screen content on large curved displays, identifying polynomial rate control as the most effective mapping. Two user studies demonstrate that the head-based polynomial technique outperforms traditional methods (Drag–&–Flick and Push–&–Release) in speed, efficiency, and user preference, while maintaining high accuracy. These findings provide actionable design guidelines for implementing head-based navigation in immersive environments, with potential applications in analytics, training, and collaborative decision-making.
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