Telepresence robots allow users to be spatially and socially present in remote environments. Yet, it can be challenging to remotely operate telepresence robots, especially in dense environments such ...as academic conferences or workplaces. In this paper, we primarily focus on the effect that a speed control method, which automatically slows the telepresence robot down when getting closer to obstacles, has on user behaviors. In our first user study, participants drove the robot through a static obstacle course with narrow sections. Results indicate that the automatic speed control method significantly decreases the number of collisions. For the second study we designed a more naturalistic, conference-like experimental environment with tasks that require social interaction, and collected subjective responses from the participants when they were asked to navigate through the environment. While about half of the participants preferred automatic speed control because it allowed for smoother and safer navigation, others did not want to be influenced by an automatic mechanism. Overall, the results suggest that automatic speed control simplifies the user interface for telepresence robots in static dense environments, but should be considered as optionally available, especially in situations involving social interactions.
Mirror drawing is a motor learning task that is used to evaluate and improve eye-hand coordination of users and can be implemented in immersive Virtual Reality (VR) Head-Mounted Displays (HMDs) for ...training purposes. In this paper, we investigated the effect of color cues on user motor performance in a mirror-drawing task between Virtual Environment (VE) and Real World (RW), with three different colors. We conducted a 5-day user study with twelve participants. The results showed that the participants made fewer errors in RW compared to VR, except for pre-training, which indicated that hardware and software limitations have detrimental effects on the motor learning of the participants across different realities. Furthermore, participants made fewer errors with the colors close to green, which is usually associated with serenity, contentment, and relaxation. According to our findings, VR headsets can be used to evaluate participants' eye-hand coordination in mirror drawing tasks to evaluate the motor-learning of participants. VE and RW training applications could benefit from our findings in order to enhance their effectiveness.
Fitts' law and throughput based on effective measures are two mathematical models frequently used to analyze human motor performance in a standardized pointing task, e.g., to compare the performance ...of input and output devices. Even though pointing has been deeply studied in 2D, it is not well understood how different task execution strategies affect throughput in pointing in 3D virtual environments. In this work, we examine the effective throughput measure, claimed to be invariant to task execution strategies, in Virtual Reality (VR) systems with three such strategies, “as fast, as precise, and as fast and as precise as possible” for ray casting and virtual hand interaction, by re-analyzing data from a 3D pointing ISO 9241-411 study. Results show that effective throughput is not invariant for different task execution strategies in VR, which also matches a more recent 2D result. Normalized speed vs. accuracy curves also did not fit the data. We thus suggest that practitioners, developers, and researchers who use MacKenzie's effective throughput formulation should consider our findings when analyzing 3D user pointing performance in VR systems.
The speed and precision with which objects are moved by hand or hand-tool interaction under image guidance depend on a specific type of visual and spatial sensorimotor learning. Novices have to learn ...to optimally control what their hands are doing in a real-world environment while looking at an image representation of the scene on a video monitor. Previous research has shown slower task execution times and lower performance scores under image-guidance compared with situations of direct action viewing. The cognitive processes for overcoming this drawback by training are not yet understood.
We investigated the effects of training on the time and precision of direct view versus image guided object positioning on targets of a Real-world Action Field (RAF). Two men and two women had to learn to perform the task as swiftly and as precisely as possible with their dominant hand, using a tool or not and wearing a glove or not. Individuals were trained in sessions of mixed trial blocks with no feed-back.
As predicted, image-guidance produced significantly slower times and lesser precision in all trainees and sessions compared with direct viewing. With training, all trainees get faster in all conditions, but only one of them gets reliably more precise in the image-guided conditions. Speed-accuracy trade-offs in the individual performance data show that the highest precision scores and steepest learning curve, for time and precision, were produced by the slowest starter. Fast starters produced consistently poorer precision scores in all sessions. The fastest starter showed no sign of stable precision learning, even after extended training.
Performance evolution towards optimal precision is compromised when novices start by going as fast as they can. The findings have direct implications for individual skill monitoring in training programmes for image-guided technology applications with human operators.
In image-guided surgical tasks, the precision and timing of hand movements depend on the effectiveness of visual cues relative to specific target areas in the surgeon's peri-personal space. ...Two-dimensional (2D) image views of real-world movements are known to negatively affect both constrained (with tool) and unconstrained (no tool) hand movements compared with direct action viewing. Task conditions where virtual 3D would generate and advantage for surgical eye-hand coordination are unclear. Here, we compared effects of 2D and 3D image views on the precision and timing of surgical hand movement trajectories in a simulator environment. Eight novices had to pick and place a small cube on target areas across different trajectory segments in the surgeon's peri-personal space, with the dominant hand, with and without a tool, under conditions of: (1) direct, (2) 2D fisheye camera and (3) virtual 3D viewing (head-mounted). Significant effects of the location of trajectories in the surgeon's peri-personal space on movement times and precision were found. Subjects were faster and more precise across specific target locations, depending on the viewing modality. The significant interactions between viewing conditions and trajectory locations in peri-personal space explain why 3D viewing is not necessarily an advantage to surgical precision.
To determine in a user study whether proposed keyboard layouts, such as OPTI, can surpass QWERTY in performance, extended training through longitudinal studies is crucial. However, addressing the ...challenge of creating trained users presents a logistical bottleneck. A common alternative involves having participants type the same word or phrase repeatedly. We conducted two separate studies to investigate this alternative. The findings reveal that both approaches, repeatedly typing words or phrases, have limitations in accurately estimating trained user performance. Thus, we propose the Guided Evaluation Method (GEM), a novel approach to quickly estimate trained user performance with novices. Our results reveal that in a matter of minutes, participants exhibited performance similar to an existing longitudinal study — OPTI outperforms QWERTY. As it eliminates the need for resource-intensive longitudinal studies, our new GEM thus enables much faster estimation of trained user performance. This outcome will potentially reignite research on better text entry methods.
•Repeated word/phrase typing has limitations in estimating trained user performance.•A novel Guided Evaluation Method (GEM).•The GEM can estimate trained user text entry performance within minutes.
Despite knowing exactly what an object looks like, searching for it in a person's visual field is a time-consuming and error-prone experience. In Augmented Reality systems, new algorithms are ...proposed to speed up search time and reduce human errors. However, these algorithms might not always provide 100 of the algorithm and, thus, search performance. Here, we examined the detrimental effects of automation bias caused by imperfect cues presented in the Augmented Reality head-mounted display using the YOLOv5 machine learning model. 53 participants in the two groups received either 100% accurate visual cues or 88.9% accurate visual cues. Their performance was compared with the control condition, which did not include any additional cues. The results show how cueing may increase performance and shorten search times. The results also showed that performance with imperfect automation was much worse than perfect automation and that, consistent with automation bias, participants were frequently enticed by incorrect cues
When working in Virtual Reality (VR), the user's performance is affected by how the user holds the input device (e.g., controller), typically using either a precision or a power grip. Previous work ...examined these grip styles for 3D pointing at targets at different depths in peripersonal space and found that participants had a lower error rate with the precision grip but identified no difference in movement speed, throughput, or interaction with target depth. Yet, this previous experiment was potentially affected by tracking differences between devices. This paper reports an experiment that partially replicates and extends the previous study by evaluating the effect of grip style on the 3D selection of nearby targets with the same device. Furthermore, our experiment re-investigates the effect of the vergence-accommodation conflict (VAC) present in current stereo displays on 3D pointing in peripersonal space. Our results show that grip style significantly affects user performance. We hope that our results are useful for researchers and designers when creating virtual environments.