A survey of challenges and methods for Quality of Experience assessment of interactive VR applications

S Vlahovic, M Suznjevic, L Skorin-Kapov - Journal on Multimodal User …, 2022 - Springer
User acceptance of virtual reality (VR) applications is dependent on multiple aspects, such
as usability, enjoyment, and cybersickness. To fully realize the disruptive potential of VR …

The challenges in modeling human performance in 3d space with fitts' law

E Triantafyllidis, Z Li - Extended Abstracts of the 2021 CHI Conference …, 2021 - dl.acm.org
With the rapid growth in virtual reality technologies, object interaction is becoming
increasingly more immersive, elucidating human perception and leading to promising …

Leveling the playing field: A comparative reevaluation of unmodified eye tracking as an input and interaction modality for VR

AS Fernandes, TS Murdison… - IEEE Transactions on …, 2023 - ieeexplore.ieee.org
In this study, we establish a much-needed baseline for evaluating eye tracking interactions
using an eye tracking enabled Meta Quest 2 VR headset with 30 participants. Each …

The effect of the vergence-accommodation conflict on virtual hand pointing in immersive displays

AU Batmaz, MD Barrera Machuca, J Sun… - Proceedings of the …, 2022 - dl.acm.org
Previous work hypothesized that for Virtual Reality (VR) and Augmented Reality (AR)
displays a mismatch between disparities and optical focus cues, known as the vergence and …

Depth perception in augmented reality: The effects of display, shadow, and position

H Adams, J Stefanucci, S Creem-Regehr… - … IEEE conference on …, 2022 - ieeexplore.ieee.org
Although it is commonly accepted that depth perception in augmented reality (AR) displays
is distorted, we have yet to isolate which properties of AR affect people's ability to correctly …

Extending Fitts' law in three-dimensional virtual environments with current low-cost virtual reality technology

LD Clark, AB Bhagat, SL Riggs - International Journal of Human-Computer …, 2020 - Elsevier
Virtual reality (VR) interfaces require users to perform three-dimensional reaching and
pointing movements to interact with objects positioned within the user's arm's reach …

Precision vs. power grip: A comparison of pen grip styles for selection in virtual reality

AU Batmaz, AK Mutasim… - 2020 IEEE conference on …, 2020 - ieeexplore.ieee.org
While commercial Virtual Reality (VR) controllers are mostly designed to be held in a power
grip, previous research showed that using pen-like devices with a precision grip can …

The effect of context switching, focal switching distance, binocular and monocular viewing, and transient focal blur on human performance in optical see-through …

MS Arefin, N Phillips, A Plopski… - … on Visualization and …, 2022 - ieeexplore.ieee.org
In optical see-through augmented reality (AR), information is often distributed between real
and virtual contexts, and often appears at different distances from the user. To integrate …

Touch the wall: Comparison of virtual and augmented reality with conventional 2d screen eye-hand coordination training systems

AU Batmaz, AK Mutasim, M Malekmakan… - … IEEE Conference on …, 2020 - ieeexplore.ieee.org
Previous research on eye-hand coordination training systems has investigated user
performance on a wall, 2D touchscreens, and in Virtual Reality (VR). In this paper, we …

Effects of shading model and opacity on depth perception in optical see‐through augmented reality

J Ping, BH Thomas, J Baumeister, J Guo… - Journal of the …, 2020 - Wiley Online Library
Augmented reality (AR) technologies create an immersive environment by augmenting the
real world with rendered virtual objects. One of the key requirements of an AR system is to …