Abstract
Head mounted displays have become popular, but it is uncertain whether the interactive quality of these systems is sufficient for educational and training applications. This work is a longitudinal study into a variety of VR systems, which examines interface restrictions, ease of use, and user preferences with an emphasis on educational settings. Four different systems were examined with a range of interaction elements. Certain interactions failed in some systems and users did not necessarily prefer the highest-end systems. Overlapping interaction elements were also discovered, which may direct future work in later interaction test suites.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Bowman, D., Coquillart, S., Froehlich, B., Hirose, M., Kitamura, Y., Kiyokawa, K., Stuerzlinger, W.: 3D user interfaces: new directions and perspectives. IEEE Comput. Graphics Appl. 28(6), 20–36 (2008)
Porter, J.I., Robb, A.: Thoughts, An Analysis of Longitudinal Trends in Consumer on Presence and Simulator Sickness in VR Games. In: CHI PLAY, Barcelona, Spain (2019)
Papastergiou, M.: Digital game-based learning in high school computer science education. Comput. Educ. 52, 1–12 (2009)
Checa, D., Bustillo, A.: A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools Appl. 79, 5501–5527 (2019)
Howard, M.C.: A meta-analysis and systematic literature review of virtual reality rehabilitation programs. Comput. Hum. Behav. 70, 317–327 (2017)
Hamilton, E.C., Scott, D.J., Fleming, J.B., Rege, R.V., Laycock, R., Bergen, P.C., Tesfay, S.T., Jones, D.B.: Comparison of video trainer and virtual reality training systems on acquisition of laparoscopic skills. Surg. Endosc. Other Interv. Tech. 16(3), 406–411 (2002)
Jang, S., Vitale, J.M., Jyung, R.W., Black, J.B.: Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment. Comput. Educ. 106(106), 150–165 (2017)
Webster, R.: Declarative knowledge acquisition in immersive virtual learning environments. Interact. Learn. Environ. 24(6), 1319–1333 (2016)
Vora, J., Nair, S., Gramopadhye, A.K., Duchowski, A.T., Melloy, B.J., Kanki, B.: Using virtual reality technology for aircraft visual inspection training: presence and comparison studies. Appl. Ergon. 33(6), 559–570 (2002)
Lee, E.A.-L., Wong, K., Fung, C.: How does desktop virtual reality enhance learning outcomes? a structural equation modeling approach. Comput. Educ. 55(4), 1424–1442 (2010)
Slater, M., Wilbur, S.: A framework for immersive virtual environments five: Speculations on the role of presence in virtual environments. Presence Teleoperators Virtual Environ. 6(6), 603–616 (1997)
Srivastava, P., Rimzhim, A., Vijay, P., Singh, S., Chandra, S.: Desktop VR is better than non-ambulatory HMD VR for spatial learning. Front. Robotics. AI 6, 50 (2019)
Kozak, J.J., Hancock, P.A., Arthur, E.J., Chrysler, S.T.: Transfer of training from virtual reality. Ergonomics 36(7), 777–784 (1993)
Riecke, B.E., Feuereissen, D.: To move or not to move: can active control and user-driven motion cueing self-motion perception (“Vection”) in virtual reality?. In: SAP ACM Symposium on Applied Perception, Los Angeles California (2012)
Tregillus, S., Al Zayer, M., Folmer, E.: Handsfree omnidirectional VR navigation using head tilt. In: Human Factors in Computing Systems. Denver (2017)
Rebenitsch, L., Delaina, E.: The effects of steering locomotion on user preference and accuracy in virtual environments. Presence, p. accepted (2021)
Kruijff, E., Marquardt, A., Trepkowski, C., Lindeman, R.W., Hinkenjann, A., Maiero, J., Riecke, B.E.: On your feet! enhancing vection in leaning-based interfaces through multisensory stimuli. In: Proceedings of the 2016 Symposium on Spatial User Interaction, Tokyo, Japan (2016)
Peng, Y.-H., Yu, C., Liu, S.-H., Wang, C.-W., Taele, P., Yu, N.-H., Chen, M.Y.: WalkingVibe: reducing virtual reality sickness and improving realism while walking in vr using unobtrusive head-mounted vibrotactile feedback. In: Conference on Human Factors in Computing Systems, Honolulu HI USA (2020)
Vivian, R.: Propositions for a mid-air interactions. In: Distributed, Ambient, and Pervasive Interactions, Vancouver, BC, Canada (2017)
Dias, P., Cardoso, J., Quintino, B.F., Ferreira, C., Santos, B.S.: Freehand gesture-based 3D manipulation methods for interaction with large displays. In: International Conference on Distributed, Ambient, and Pervasive Interactions, Las Vegas, NV, USA (2017)
Lampton, D.R., Knerr, B.W., Goldberg, S.L., Bliss, J.P., Moshell, M.J.: The Virtual Environment Performance Assessment Battery (VEPAB): Development and Evaluation, Alexandria (1994)
Nielsen, J.: 10 Usability Heuristics for User Interface Design. 15 Nov 2020. [Online]. Available: https://www.nngroup.com/articles/ten-usability-heuristics/. [Accessed 18 Nov 2021]
Lund, A.M.: Measuring usability with the USE questionnaire. STC Usability SIG Newsletter 8(2), 3–6 (2001)
Golding, J.F.: Motion sickness susceptibility questionnaire revised and its relationship to other forms of sickness. Brain Res. Bull. 47(8), 507–516 (1998)
Stanney, K.M., Kennedy, R.S., Drexler, J.M., Harm, D.L.: Motion sickness and proprioceptive aftereffects following virtual environment exposure. Appl. Ergon. 30(1), 27–38 (1999)
Acknowledgements
This project was run at the VR lab at South Dakota Mines. The project was only successfully completed with several volunteers and the aid of several undergraduate researchers, including Raiza Soares and others in the author list.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Rebenitsch, L., Engle, D., Strouse, G., Egermier, I., Paste, M., Vagts, M. (2022). Ease of Use and Preferences Across Virtual Reality Displays. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality: Design and Development. HCII 2022. Lecture Notes in Computer Science, vol 13317. Springer, Cham. https://doi.org/10.1007/978-3-031-05939-1_16
Download citation
DOI: https://doi.org/10.1007/978-3-031-05939-1_16
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-05938-4
Online ISBN: 978-3-031-05939-1
eBook Packages: Computer ScienceComputer Science (R0)