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Precueing Manual Tasks in Augmented and Virtual Reality
Precueing Manual Tasks in Augmented and Virtual Reality
Precueing Manual Tasks in Augmented and Virtual Reality

Detailed Information

자료유형  
 학위논문 서양
최종처리일시  
20250211152029
ISBN  
9798383198681
DDC  
004
저자명  
Liu, Jen-Shuo.
서명/저자  
Precueing Manual Tasks in Augmented and Virtual Reality
발행사항  
[Sl] : Columbia University, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
228 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-01, Section: B.
주기사항  
Advisor: Feiner, Steven.
학위논문주기  
Thesis (Ph.D.)--Columbia University, 2024.
초록/해제  
요약Work on Virtual Reality (VR) and Augmented Reality (AR) task interaction and visualization paradigms has typically focused on providing information about the current task step (a cue) immediately before or during its performance. For sequential tasks that involve multiple steps, providing information about the next step (a precue) might also benefit the user. Some research has shown the advantages of simultaneously providing a cue and a precue in path-following tasks. We explore the use of precues in VR and AR for both path-following and object-manipulation tasks involving rotation. We address the effectiveness of different numbers and kinds of precues for different tasks. To achieve this, we conducted a series of user studies:First, we investigate whether it would be possible to improve efficiency by precueing information about multiple upcoming steps before completing the current step in a planar path-following task. To accomplish this, we developed a VR user study comparing task completion time and subjective metrics for different levels and styles of precueing. Our task-guidance visualizations vary the precueing level (number of steps precued in advance) and style (whether the path to a target is communicated through a line to the target, and whether the place of a target is communicated through graphics at the target). Participants in our study performed best when given two to three precues for visualizations using lines to show the path to targets. However, performance degraded when four precues were used. On the other hand, participants performed best with only one precue for visualizations without lines, showing only the places of targets, and performance degraded when a second precue was given. In addition, participants performed better using visualizations with lines than ones without lines.Second, we extend the idea of precueing information about multiple steps to a more complex task, whose subtasks involve moving to and picking up a physical object, moving that object to a designated place in the same plane while rotating it to a specific angle in the plane, and depositing it. We conducted two user studies to examine how people accomplish this task while wearing an AR headset, guided by different visualizations that cue and precue movement and rotation. Participants performed best when given movement information for two successive subtasks (one movement precue) and rotation information for a single subtask (no rotation precue). In addition, participants performed best when the visualization of how much to rotate was split across the manipulated object and its destination.Third, we investigate whether and how much precued rotation information might improve user performance in AR. We consider two unimanual tasks: one requires a participant to make sequential rotations of a single physical object in a plane, and the other requires the participant to move their hand between multiple such objects to rotate them in the plane in sequence. We conducted a user study to explore these two tasks using circular arrows to communicate rotation. In the single-object task, we examined the impact of number of precues and visualization style on participant performance. Results show that precues could improve performance and that arrows with highlighted heads and tails, with each rotation destination aligned with the next origin, yielded the shortest completion time on average. In the multiple-object task, we explored whether rotation precues can be helpful in conjunction with movement precues. Here, using a rotation cue without rotation precues in conjunction with a movement cue and movement precues performed the best, implying that rotation precues were not helpful when movement was also required. Fourth, we address sequential tasks involving 3DoF rotations and 3DoF translations in headset AR. In each step, a participant picks up a physical object, rotates it in 3D while translating it in 3D, and deposits it in a target 6DoF pose. We designed and compared two types of visualizations for cueing and precueing steps in such a task: Action-based visualizations show the actions needed to carry out a step and goal-based visualizations show the desired end state of a step. We conducted a user study to evaluate these visualizations and their efficacy for precueing. Participants performed better with goal-based visualizations than with action-based visualizations, and most effectively with goal-based visualizations aligned with the Euler axis. However, only a few of our participants benefited from precues, possibly because of the cognitive load of 3D rotations.In summary, we showed that using precueing can improve the speed at which participants perform different types of tasks. In our VR path-following task, participants were able to benefit from two to three precues using lines to show the path to targets. In our object-manipulation task with 2DoF movement and 1DoF rotation, participants performed best when given movement information for two successive subtasks and rotation information for a single subtask. Further, in our later study focusing on rotation, we found that participants were able to use rotation precues in our single-object task, while in the multiple-object task, rotation precues were not beneficial to participants. Finally, in a study on a sequential 6DoF task, participants performed better with goal-based visualizations than with action-based visualizations.
일반주제명  
Computer science
일반주제명  
Experimental psychology
일반주제명  
Information technology
키워드  
Augmented Reality
키워드  
Cueing
키워드  
Manual tasks
키워드  
Precueing
키워드  
Virtual Reality
키워드  
Visual cues
기타저자  
Columbia University Computer Science
기본자료저록  
Dissertations Abstracts International. 86-01B.
전자적 위치 및 접속  
로그인 후 원문을 볼 수 있습니다.

MARC

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■1001  ▼aLiu,  Jen-Shuo.
■24510▼aPrecueing  Manual  Tasks  in  Augmented  and  Virtual  Reality
■260    ▼a[Sl]▼bColumbia  University▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a228  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-01,  Section:  B.
■500    ▼aAdvisor:  Feiner,  Steven.
■5021  ▼aThesis  (Ph.D.)--Columbia  University,  2024.
■520    ▼aWork  on  Virtual  Reality  (VR)  and  Augmented  Reality  (AR)  task  interaction  and  visualization  paradigms  has  typically  focused  on  providing  information  about  the  current  task  step  (a  cue)  immediately  before  or  during  its  performance.  For  sequential  tasks  that  involve  multiple  steps,  providing  information  about  the  next  step  (a  precue)  might  also  benefit  the  user.  Some  research  has  shown  the  advantages  of  simultaneously  providing  a  cue  and  a  precue  in  path-following  tasks.  We  explore  the  use  of  precues  in  VR  and  AR  for  both  path-following  and  object-manipulation  tasks  involving  rotation.  We  address  the  effectiveness  of  different  numbers  and  kinds  of  precues  for  different  tasks.  To  achieve  this,  we  conducted  a  series  of  user  studies:First,  we  investigate  whether  it  would  be  possible  to  improve  efficiency  by  precueing  information  about  multiple  upcoming  steps  before  completing  the  current  step  in  a  planar  path-following  task.  To  accomplish  this,  we  developed  a  VR  user  study  comparing  task  completion  time  and  subjective  metrics  for  different  levels  and  styles  of  precueing.  Our  task-guidance  visualizations  vary  the  precueing  level  (number  of  steps  precued  in  advance)  and  style  (whether  the  path  to  a  target  is  communicated  through  a  line  to  the  target,  and  whether  the  place  of  a  target  is  communicated  through  graphics  at  the  target).  Participants  in  our  study  performed  best  when  given  two  to  three  precues  for  visualizations  using  lines  to  show  the  path  to  targets.  However,  performance  degraded  when  four  precues  were  used.  On  the  other  hand,  participants  performed  best  with  only  one  precue  for  visualizations  without  lines,  showing  only  the  places  of  targets,  and  performance  degraded  when  a  second  precue  was  given.  In  addition,  participants  performed  better  using  visualizations  with  lines  than  ones  without  lines.Second,  we  extend  the  idea  of  precueing  information  about  multiple  steps  to  a  more  complex  task,  whose  subtasks  involve  moving  to  and  picking  up  a  physical  object,  moving  that  object  to  a  designated  place  in  the  same  plane  while  rotating  it  to  a  specific  angle  in  the  plane,  and  depositing  it.  We  conducted  two  user  studies  to  examine  how  people  accomplish  this  task  while  wearing  an  AR  headset,  guided  by  different  visualizations  that  cue  and  precue  movement  and  rotation.  Participants  performed  best  when  given  movement  information  for  two  successive  subtasks  (one  movement  precue)  and  rotation  information  for  a  single  subtask  (no  rotation  precue).  In  addition,  participants  performed  best  when  the  visualization  of  how  much  to  rotate  was  split  across  the  manipulated  object  and  its  destination.Third,  we  investigate  whether  and  how  much  precued  rotation  information  might  improve  user  performance  in  AR.  We  consider  two  unimanual  tasks:  one  requires  a  participant  to  make  sequential  rotations  of  a  single  physical  object  in  a  plane,  and  the  other  requires  the  participant  to  move  their  hand  between  multiple  such  objects  to  rotate  them  in  the  plane  in  sequence.  We  conducted  a  user  study  to  explore  these  two  tasks  using  circular  arrows  to  communicate  rotation.  In  the  single-object  task,  we  examined  the  impact  of  number  of  precues  and  visualization  style  on  participant  performance.  Results  show  that  precues  could  improve  performance  and  that  arrows  with  highlighted  heads  and  tails,  with  each  rotation  destination  aligned  with  the  next  origin,  yielded  the  shortest  completion  time  on  average.  In  the  multiple-object  task,  we  explored  whether  rotation  precues  can  be  helpful  in  conjunction  with  movement  precues.  Here,  using  a  rotation  cue  without  rotation  precues  in  conjunction  with  a  movement  cue  and  movement  precues  performed  the  best,  implying  that  rotation  precues  were  not  helpful  when  movement  was  also  required.  Fourth,  we  address  sequential  tasks  involving  3DoF  rotations  and  3DoF  translations  in  headset  AR.  In  each  step,  a  participant  picks  up  a  physical  object,  rotates  it  in  3D  while  translating  it  in  3D,  and  deposits  it  in  a  target  6DoF  pose.  We  designed  and  compared  two  types  of  visualizations  for  cueing  and  precueing  steps  in  such  a  task:  Action-based  visualizations  show  the  actions  needed  to  carry  out  a  step  and  goal-based  visualizations  show  the  desired  end  state  of  a  step.  We  conducted  a  user  study  to  evaluate  these  visualizations  and  their  efficacy  for  precueing.  Participants  performed  better  with  goal-based  visualizations  than  with  action-based  visualizations,  and  most  effectively  with  goal-based  visualizations  aligned  with  the  Euler  axis.  However,  only  a  few  of  our  participants  benefited  from  precues,  possibly  because  of  the  cognitive  load  of  3D  rotations.In  summary,  we  showed  that  using  precueing  can  improve  the  speed  at  which  participants  perform  different  types  of  tasks.  In  our  VR  path-following  task,  participants  were  able  to  benefit  from  two  to  three  precues  using  lines  to  show  the  path  to  targets.  In  our  object-manipulation  task  with  2DoF  movement  and  1DoF  rotation,  participants  performed  best  when  given  movement  information  for  two  successive  subtasks  and  rotation  information  for  a  single  subtask.  Further,  in  our  later  study  focusing  on  rotation,  we  found  that  participants  were  able  to  use  rotation  precues  in  our  single-object  task,  while  in  the  multiple-object  task,  rotation  precues  were  not  beneficial  to  participants.  Finally,  in  a  study  on  a  sequential  6DoF  task,  participants  performed  better  with  goal-based  visualizations  than  with  action-based  visualizations.
■590    ▼aSchool  code:  0054.
■650  4▼aComputer  science
■650  4▼aExperimental  psychology
■650  4▼aInformation  technology
■653    ▼aAugmented  Reality
■653    ▼aCueing
■653    ▼aManual  tasks
■653    ▼aPrecueing
■653    ▼aVirtual  Reality
■653    ▼aVisual  cues
■690    ▼a0984
■690    ▼a0489
■690    ▼a0800
■690    ▼a0623
■71020▼aColumbia  University▼bComputer  Science.
■7730  ▼tDissertations  Abstracts  International▼g86-01B.
■790    ▼a0054
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17162581▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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