Investigating the Effects of Individual Spatial Abilities on Virtual Reality Object Manipulation
Authors
Object manipulation in 3D space, meaning translating, rotating, and scaling, is ubiquitous in virtual reality (VR), and several interaction techniques have been developed in the past to optimize the task performance and usability. However, preliminary research indicates that individual spatial abilities also have an impact. Yet, it was never investigated if users’ spatial abilities influence VR object manipulation. We assessed this in a user study (N=66) using 21 manipulation tasks defined in a Fitts’ law-related approach. As interaction techniques, we chose gizmos for simultaneously manipulating 1 and 3 degrees of freedom (DOF) and a handle bar metaphor for 7 DOF. Higher spatial abilities resulted in significantly shorter task completion time and more targeted manipulations, while task accuracy was unaffected. However, an optimized interaction technique could compensate individual disadvantages. We propose seven guidelines on spatial abilities in interaction technique design and research to personalize and improve VR applications.
Research Questions / Practical Problems
Question signals indexed for this paper.
- 100%
"I Hear You": Understanding Awareness Information Exchange in an Audio-only Workspace
CHI '18· Full-Body Interaction & Embodied Input +1
- 100%
Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain
CHI '18· Full-Body Interaction & Embodied Input +1
- 100%
Eyes-Free Target Acquisition in Interaction Space around the Body for Virtual Reality
CHI '18· Full-Body Interaction & Embodied Input +1
- 100%
Experimental Analysis of Barehand Mid-air Mode-Switching Techniques in Virtual Reality
CHI '19· Full-Body Interaction & Embodied Input +1
- 100%
Body Follows Eye: Unobtrusive Posture Manipulation Through a Dynamic Content Position in Virtual Reality
CHI '20· Full-Body Interaction & Embodied Input +1
- 100%
Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality Experiences
CHI '20· Full-Body Interaction & Embodied Input +1
- 100%
JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality
CHI '20· Full-Body Interaction & Embodied Input +1
- 100%
Improving Reliability of Virtual Collision Responses: A Cue Integration Technique
CHI '20· Full-Body Interaction & Embodied Input +1
- 100%
HulaMove: Using Commodity IMU for Waist Interaction
CHI '21· Full-Body Interaction & Embodied Input +1
- 100%
OVRlap: Perceiving Multiple Locations Simultaneously to Improve Interaction in VR
CHI '22· Full-Body Interaction & Embodied Input +1
Based on Jaccard similarity of research subtopics & professions (≥60%)