ISSN 0439-755X
CN 11-1911/B
主办:中国心理学会
   中国科学院心理研究所
出版:科学出版社

心理学报 ›› 2023, Vol. 55 ›› Issue (1): 9-21.doi: 10.3724/SP.J.1041.2023.00009

• 工程心理学专栏 • 上一篇    下一篇

三维虚拟空间中转头选中远离和靠近运动目标的操作特性差异

邓成龙1, 耿鹏1, 蒯曙光1,2()   

  1. 1华东师范大学心理与认知科学学院, 脑科学与教育创新研究院, 上海市心理健康与危机干预重点实验室, 上海 200026
    2上海脑科学与类脑研究中心, 上海 200031
  • 收稿日期:2021-06-02 发布日期:2022-10-13 出版日期:2023-01-25
  • 通讯作者: 蒯曙光 E-mail:sgkuai@psy.ecnu.edu.cn
  • 基金资助:
    中国博士后科学基金项目(2019M661438);国家自然科学基金项目(32100879);国家自然科学基金项目(32022031);上海市科委基础研究重大项目(19JC1410101);华东师范大学“幸福之花”基金先导项目(2019JK2203)

The different characteristics of human performance in selecting receding and approaching targets by rotating the head in a 3D virtual environment

DENG Chenglong1, GENG Peng1, KUAI Shuguang1,2()   

  1. 1Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, Institute of Brain and Education Innovation, School of Psychology and Cognitive Science, East China Normal University, Shanghai 200062, China
    2Shanghai Center for Brain Science and Brain-Inspired Technology, Shanghai 200031, China
  • Received:2021-06-02 Online:2022-10-13 Published:2023-01-25
  • Contact: KUAI Shuguang E-mail:sgkuai@psy.ecnu.edu.cn

摘要:

通过转头选中运动目标是虚拟现实(VR)中的常见操作, 然而运动目标包含远离和靠近运动, 确定两类操作的时间特性差异对设计高效的用户接口有重要的意义。本研究选取17名被试在VR中通过转头将球体光标快速准确地放入水平运动的球体目标内, 并改变初始距离、目标容差和目标速度。总时间结果显示, 远离运动的操作难度更大, 初始距离和目标容差对远离和靠近运动的影响相似, 目标速度对两类运动的影响相反。进一步将光标的移动过程划分为加速、减速和调整阶段, 结果发现, 远离运动的加速和减速时间大于靠近运动, 但是两类运动的调整时间接近, 并且只有目标容差对两类运动的影响一致。最后构建了总时间与三因素的函数模型, 成功解释了两类运动的操作时间特性。本研究证明了远离与靠近运动具有不同的操作时间特性, 为两类运动的独立交互设计提供了重要参考。

关键词: 运动目标, 转头操作, 移动轨迹, 人体绩效建模, 人机交互

Abstract:

In virtual reality (VR), rotating the head to select a moving target is common. A moving target involves two general directions, that is movement toward or away from a user; thus, knowing the characteristics difference between selecting the approaching target (interception movement) and receding target (pursuit movement) is important for designing an efficient user interface.

In this study, 17 participants (7 males; mean age = 22.5 ± 2.5 years) were given an Oculus Rift helmet-mounted display to wear and instructed to complete a task in a VR environment. They were required to position a small opaque sphere (cursor) that appeared randomly on the left or right side of the visual field into a larger half-transparent moving sphere (target) on the other side of the visual field quickly and accurately by rotating their head. The target moved randomly toward or away from the cursor horizontally, which were both at the participants’ eye height, with a depth of 3 meters. The diameter of the cursor was fixed at 4°. The initial movement amplitude (A; distance between the center of the cursor and target; 20° and 40°), the target tolerance (TT; size difference between the target and cursor; 4°, 6°, and 8°), and the target’s moving velocity (V; 0.5 m/s, 1 m/s, 1.5 m/s, and 2 m/s) were varied. The cursor movement paths were divided into three phases for analysis: acceleration, deceleration, and correction.

Results showed that the average total movement time (MT) of selecting receding targets was significantly larger than that of selecting approaching targets and the two movements performed differently under different factors. A and TT had a similar influence on the total MT for both movements, which increased as A increased and TT decreased. In contrast, V had an inverse effect on the total MT for the two movements. A large V leaded to a long total MT for the pursuit movement, whereas the total MT for the interception movement decreased as V increased. Moreover, the interception movement showed a light U-shaped relationship between the total MT and V, with the lowest point at 1.5 m/s when A was 20°. The two movements were further compared in the three phases. The outcome showed that the MT of pursuit movement was only longer in the acceleration phase and deceleration phase compared with the interception movement, while the MTs of two movements were very close in the correction phase. Moreover, the three factors had different impact on the two movements in three phases. In the acceleration phase, MT increased for the pursuit movement but decreased for the interception movement as A decreased and V increased. In the deceleration phase, although MT was positively related to A and negatively related to V for both movements, the MT of interception movement increased more quicky as A increased and decreased more quickly as V increased as compared to the pursuit movement. In the correction phase, the TT had a same impact on the MT for both movements, which decreased with an increase of TT. Moreover, the increasing V and A increased the MT for the pursuit movement, while the MT of the interception movement was not affected by both V and A. Based on the findings, a model was proposed to depict the relationship between the total MT and the three factors, which fit the participants’ performance well.

This study showed that the pursuit and interception movements had different characteristics. Selecting a receding target was more difficult than selecting an approaching target via head rotation, and A and V, but not TT, had a different impact on human performance for the two movements. The empirical findings suggested the importance of considering both movements separately when designing a user interface. The model provides a valid method for quantitatively evaluating the characteristics of human performance in selecting moving targets.

Key words: moving target, head-gaze control, movement trajectory, human performance modeling, human-computer interaction

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