UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User Experience
Authors
Title of the Paper
UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding, and User Experience
Paper Information
- Subject Area: Navigation and Interaction Design in Virtual Reality
- Keywords: Virtual Reality, Undo Actions, Point-and-Teleport, Spatial Understanding, User Experience, Locomotion, Experimental Evaluation
Research Background and Issues
-
Identified Problems or Challenges:
- In virtual reality (VR), users often need to return to previously visited locations using the same navigation method as moving forward, which can be time-consuming, increase the need for physical orientation adjustments, and potentially cause issues like cable entanglement.
- While current point-and-teleport techniques improve navigation efficiency, they can disrupt the sense of presence and potentially impair spatial cognition.
-
Significance:
- Efficient navigation in VR environments is a critical requirement for applications in gaming and education. Addressing the inefficiency of return navigation can enhance spatial understanding and user experience.
- Exploring the potential advantages of undo actions in VR navigation could drive advancements in user interface design and reduce cognitive load for users.
-
Research Motivation and Related Work:
- The study builds on point-and-teleport, a mainstream discrete navigation technique, by enhancing it with undo actions.
- A literature review reveals a lack of dedicated research on undo functionality for returning to previous path points, particularly regarding its impact on user efficiency, spatial understanding, and experience.
Proposed Solution
-
Proposed Method or Solution:
- Introduce "UndoPort," which adds an undo action feature to the point-and-teleport navigation technique, allowing users to quickly return to previously visited points.
- Record users' navigation history and enable them to return to prior path points via button operations.
- Explore multiple implementations of the undo function, including combinations of position and orientation undo, as well as discrete and continuous visualization schemes.
-
Innovative Aspects:
- Propose a novel VR navigation feature based on the concept of undo, systematically comparing eight different undo combinations in terms of efficiency, spatial understanding, and user experience.
- The proposed technique balances efficiency (e.g., faster navigation) with user convenience, exploring different strategies for undoing position and orientation.
-
Implementation Steps and Key Techniques:
- Design an enhanced 8-arm radial maze task to conduct controlled experiments investigating the effects of different undo strategies.
- Independent variables include position undo (enabled/disabled), orientation undo (enabled/disabled), and movement visualization style (discrete/continuous).
- Dependent variables measured include time to collect target items, number of teleports, number of undo actions, movement distance, revisit errors, etc. User experience is assessed via questionnaires (e.g., task load, sense of presence).
Research Outcomes
-
Specific Findings:
- Introducing position undo increased navigation errors (e.g., revisit errors) but did not significantly extend task completion time and significantly improved navigation speed.
- Independent use of orientation undo was infrequent, with users generally finding it meaningful only when combined with position undo.
- Discrete visualization outperformed continuous visualization in terms of navigation efficiency (shorter item collection time) and reducing motion sickness.
-
Comparison with Existing Solutions:
- UndoPort significantly improved navigation efficiency for returning to path points, proving more effective than standard point-and-teleport techniques.
- Demonstrated the feasibility of combining undo functionalities, surpassing current standard navigation techniques without undo features.
-
Experimental or Evaluation Results:
- The combination of discrete visualization with both position and orientation undo was identified as the most efficient configuration.
- Data indicated that undo techniques might partially impair users' spatial cognition, such as increasing errors.
- Users expressed a preference for position undo functionality, and its convenience was widely recognized in the experiments.
-
Limitations and Future Directions:
- The experimental environment was a highly abstract setting without landmarks; future studies should validate the undo functionality in more complex, realistic scenarios.
- The application of undo techniques should be extended to other manual navigation methods, such as walking or joystick navigation.
- Explore more user-friendly visualization methods (e.g., blurred path displays or directional markers) to further enhance spatial cognition.
- Investigate the potential for time-based undo, enabling users to "replay" their operational paths in the virtual environment.
Conclusion
UndoPort demonstrates significant improvements in VR navigation through the introduction of undo actions, clarifying its positive effects and limitations. The study provides practical recommendations for future VR interaction design and highlights challenges to address, particularly in enhancing spatial cognition and user comfort.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- How does introducing position and orientation undo operations in VR affect navigation efficiency, spatial understanding, and user experience?Category: XR Navigation and Spatial UnderstandingSimilar questionsarrow_forward
- Which undo strategy (position, orientation, visualization method) performs best in virtual environment navigation?Category: XR Navigation and Spatial UnderstandingSimilar questionsarrow_forward
- Do undo operations negatively affect users' spatial cognition?Category: XR Navigation and Spatial UnderstandingSimilar questionsarrow_forward
Practical Problems
1- Users spend long time returning to waypoints and struggle with orientation adjustment in VR.Category: XR Navigation and Spatial UnderstandingSimilar questionsarrow_forward
- 100%
VirtualSpace - Overloading Physical Space with Multiple Virtual Reality Users
CHI '18· Social & Collaborative VR +2
- 100%
HMD Light: Sharing In-VR Experience via Head-Mounted Projector for Asymmetric Interaction
UIST '20· Social & Collaborative VR +2
- 100%
Slice of Light: Transparent and Integrative Transition Among Realities in a Multi-HMD-User Environment
UIST '20· Social & Collaborative VR +2
- 100%
Scene Responsiveness for Visuotactile Illusions in Mixed Reality
UIST '23· Social & Collaborative VR +2
- 67%
Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction
CHI '19· Social & Collaborative VR +1
- 67%
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
CHI '20· Social & Collaborative VR +1
- 67%
Poros: Configurable Proxies for Distant Interactions in VR
CHI '21· Social & Collaborative VR +1
- 67%
Phonetroller: Visual Representations of Fingers for Precise Touch Input when using a Phone in VR
CHI '21· Social & Collaborative VR +1
- 67%
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments
CHI '22· Social & Collaborative VR +1
- 67%
Digital Proxemics: Designing Social and Collaborative Interaction in Virtual Environments
CHI '22· Social & Collaborative VR +1
Based on Jaccard similarity of research subtopics & professions (≥60%)