Abstract
The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefts over the state-of-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate fndings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them.We also identify research directions for improving evaluation methods and ofer ideas for how to make studies more ecologically valid and rigorous.
Original language | English |
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Title of host publication | CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems |
Subtitle of host publication | Making Waves, Combining Strengths |
Publisher | Association for Computing Machinery |
Pages | 1-20 |
Number of pages | 20 |
Volume | May 2021 |
ISBN (Electronic) | 9781450380966 |
DOIs | |
Publication status | Published - 7 May 2021 |
Publication series
Name | Conference on Human Factors in Computing Systems - Proceedings |
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Bibliographical note
Funding Information:This project has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant agreement No. 853063).
Publisher Copyright:
© 2021 ACM.
Keywords
- Experiments
- Object selection and manipulation
- Virtual reality
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design
- Software