Auflistung nach Schlagwort "perspective"
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- KonferenzbeitragConveying perspective in multi-user virtual reality collaborations(Mensch und Computer 2020 - Tagungsband, 2020) Freiwald, Jann Philipp; Diedrichsen, Lennart; Baur, Alexander; Manka, Oliver; Jorshery, Pedram Berendjy; Steinicke, FrankEffectively conveying the users' visual point of view in a collaborative virtual reality environment is a crucial factor in successful and efficient cooperation. Visual indicators of users' perspectives can reduce the required verbal communication and therefore increase the efficiency of work within remote teams. In this paper we compare three distinct types of visual indicators regarding task completion time, precision and error rate. These perspective conveying methods include a 3D cone indicating the boundaries of a user's field of view, highlighting the object a user is looking at, and displaying a direct video mirror of the user's view port. In an experiment these methods were used to transmit information from one person to another, that would otherwise be inaccessible. In a virtual warehouse scenario, participants moved visually obstructed boxes to a target area with a crane, while an experiment conductor provided visual cues as to where these boxes are, solely by looking at them. The results indicate that object highlighting is significantly inferior regarding precision and error rate, while the video mirror proved to be the most reliable. The view cone was however perceived as the method with the highest degree of social presence.
- KonferenzbeitragThe Effect of Camera Perspectives on Locomotion Accuracy in Virtual Reality(Mensch und Computer 2019 - Tagungsband, 2019) Ujkani, Arbresh; Willms, Jan; Turgut, Lezgin; Wolf, KatrinThis paper investigates the effect of commonly used camera perspectives (First-person perspective, over the shoulder, behind the back and from top to bottom) on locomotion efficiency in virtual reality (VR). To test this research objective in a user study, a virtual test environment was implemented in which a ball can be maneuvered using four different camera perspectives. We analyzed the time taken to complete four different paths and the offset between the path taken and the optimal one (path accuracy) displayed on the ground. The study results show that the "first person perspective" and "behind the back" perspectives allow more precise maneuvering in VR, while no difference in speed was found. We defined guidelines that can help game designers and VR developers to create VR applications with high accuracy needs. Our findings are relevant, especially to decide which perspectives are best for specific applications that require high accuracy, such as remote surgery.