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Eyes-free Target Acquisition During Walking in Immersive Mixed Reality

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Eyes-free Target Acquisition During Walking in Immersive Mixed Reality. / Zhou, Qiushi; Yu, Difeng; Reinoso, Martin N et al.
In: IEEE Transactions on Visualization and Computer Graphics, Vol. 26, No. 12, 31.12.2020, p. 3423-3433.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Zhou, Q, Yu, D, Reinoso, MN, Newn, J, Goncalves, J & Velloso, E 2020, 'Eyes-free Target Acquisition During Walking in Immersive Mixed Reality', IEEE Transactions on Visualization and Computer Graphics, vol. 26, no. 12, pp. 3423-3433. https://doi.org/10.1109/tvcg.2020.3023570

APA

Zhou, Q., Yu, D., Reinoso, M. N., Newn, J., Goncalves, J., & Velloso, E. (2020). Eyes-free Target Acquisition During Walking in Immersive Mixed Reality. IEEE Transactions on Visualization and Computer Graphics, 26(12), 3423-3433. https://doi.org/10.1109/tvcg.2020.3023570

Vancouver

Zhou Q, Yu D, Reinoso MN, Newn J, Goncalves J, Velloso E. Eyes-free Target Acquisition During Walking in Immersive Mixed Reality. IEEE Transactions on Visualization and Computer Graphics. 2020 Dec 31;26(12):3423-3433. Epub 2020 Sept 17. doi: 10.1109/tvcg.2020.3023570

Author

Zhou, Qiushi ; Yu, Difeng ; Reinoso, Martin N et al. / Eyes-free Target Acquisition During Walking in Immersive Mixed Reality. In: IEEE Transactions on Visualization and Computer Graphics. 2020 ; Vol. 26, No. 12. pp. 3423-3433.

Bibtex

@article{f020fd1412664a009eefc211a7bf25e4,
title = "Eyes-free Target Acquisition During Walking in Immersive Mixed Reality",
abstract = "Reaching towards out-of-sight objects during walking is a common task in daily life, however the same task can be challenging when wearing immersive Head-Mounted Displays (HMD). In this paper, we investigate the effects of spatial reference frame, walking path curvature, and target placement relative to the body on user performance of manually acquiring out-of-sight targets located around their bodies, as they walk in a spatial-mapping Mixed Reality (MR) environment wearing an immersive HMD. We found that walking and increased path curvature negatively affected the overall spatial accuracy of the performance, and that the performance benefited more from using the torso as the reference frame than the head. We also found that targets placed at maximum reaching distance yielded less error in angular rotation and depth of the reaching arm. We discuss our findings with regard to human walking kinesthetics and the sensory integration in the peripersonal space during locomotion in immersive MR. We provide design guidelines for future immersive MR experience featuring spatial mapping and full-body motion tracking to provide better embodied experience.",
author = "Qiushi Zhou and Difeng Yu and Reinoso, {Martin N} and Joshua Newn and Jorge Goncalves and Eduardo Velloso",
year = "2020",
month = dec,
day = "31",
doi = "10.1109/tvcg.2020.3023570",
language = "English",
volume = "26",
pages = "3423--3433",
journal = "IEEE Transactions on Visualization and Computer Graphics",
issn = "1077-2626",
publisher = "IEEE Computer Society",
number = "12",

}

RIS

TY - JOUR

T1 - Eyes-free Target Acquisition During Walking in Immersive Mixed Reality

AU - Zhou, Qiushi

AU - Yu, Difeng

AU - Reinoso, Martin N

AU - Newn, Joshua

AU - Goncalves, Jorge

AU - Velloso, Eduardo

PY - 2020/12/31

Y1 - 2020/12/31

N2 - Reaching towards out-of-sight objects during walking is a common task in daily life, however the same task can be challenging when wearing immersive Head-Mounted Displays (HMD). In this paper, we investigate the effects of spatial reference frame, walking path curvature, and target placement relative to the body on user performance of manually acquiring out-of-sight targets located around their bodies, as they walk in a spatial-mapping Mixed Reality (MR) environment wearing an immersive HMD. We found that walking and increased path curvature negatively affected the overall spatial accuracy of the performance, and that the performance benefited more from using the torso as the reference frame than the head. We also found that targets placed at maximum reaching distance yielded less error in angular rotation and depth of the reaching arm. We discuss our findings with regard to human walking kinesthetics and the sensory integration in the peripersonal space during locomotion in immersive MR. We provide design guidelines for future immersive MR experience featuring spatial mapping and full-body motion tracking to provide better embodied experience.

AB - Reaching towards out-of-sight objects during walking is a common task in daily life, however the same task can be challenging when wearing immersive Head-Mounted Displays (HMD). In this paper, we investigate the effects of spatial reference frame, walking path curvature, and target placement relative to the body on user performance of manually acquiring out-of-sight targets located around their bodies, as they walk in a spatial-mapping Mixed Reality (MR) environment wearing an immersive HMD. We found that walking and increased path curvature negatively affected the overall spatial accuracy of the performance, and that the performance benefited more from using the torso as the reference frame than the head. We also found that targets placed at maximum reaching distance yielded less error in angular rotation and depth of the reaching arm. We discuss our findings with regard to human walking kinesthetics and the sensory integration in the peripersonal space during locomotion in immersive MR. We provide design guidelines for future immersive MR experience featuring spatial mapping and full-body motion tracking to provide better embodied experience.

U2 - 10.1109/tvcg.2020.3023570

DO - 10.1109/tvcg.2020.3023570

M3 - Journal article

VL - 26

SP - 3423

EP - 3433

JO - IEEE Transactions on Visualization and Computer Graphics

JF - IEEE Transactions on Visualization and Computer Graphics

SN - 1077-2626

IS - 12

ER -