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Supporting the Design, Selection, and Evaluation of Accessible Interaction Techniques for Virtual Reality
Supporting the Design, Selection, and Evaluation of Accessible Interaction Techniques for ...
Supporting the Design, Selection, and Evaluation of Accessible Interaction Techniques for Virtual Reality

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자료유형  
 학위논문 서양
최종처리일시  
20250211152729
ISBN  
9798384097785
DDC  
020
저자명  
Franz, Rachel.
서명/저자  
Supporting the Design, Selection, and Evaluation of Accessible Interaction Techniques for Virtual Reality
발행사항  
[Sl] : University of Washington, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
385 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-03, Section: B.
주기사항  
Advisor: Wobbrock, Jacob O.
학위논문주기  
Thesis (Ph.D.)--University of Washington, 2024.
초록/해제  
요약Virtual Reality (VR) is rapidly gaining popularity as a consumer technology, yet accessibility has not been prioritized. VR enables users to interact with immersive virtual worlds, but effective interaction requires the ability to perceive and navigate the environment. Fortunately, over the past thirty years, hundreds of scene-viewing and locomotion techniques that facilitate viewing and navigating in VR environments have been developed that could potentially be accessible to individuals with various physical impairments. However, it remains unclear which techniques are optimal for specific impairments, and the process of designing accessible techniques is largely unexplored. The goal of my dissertation is to provide researchers and designers with guidance on selecting or designing accessible scene-viewing and locomotion techniques to enhance VR accessibility for individuals with upper-body impairments.To achieve this goal, I developed a taxonomy and design framework to help designers select existing scene-viewing techniques that require minimal head movement as well as create new scene-viewing techniques based on user and virtual environment (VE) characteristics. Additionally, I created an extensible testbed as a step towards standardizing the evaluation of VR interaction techniques. Using this testbed, I evaluated six locomotion techniques with participants both with and without upper-body impairments and found that Teleport was the most accessible technique. I also found that people with and without impairments performed similarly with Sliding Looking. By analyzing low-level headset and controller data collected during the study, I examined differences in how individuals with and without impairments moved and interacted with the controllers to gain insight into how locomotion technique design impacted performance for both groups. I found that headset metrics differentiated groups across all six techniques and that movement-, button-, and target-related metrics could explain performance differences between groups. Finally, I developed a user model capable of predicting the most suitable locomotion techniques for individual users based on their abilities. The model could predict a user's fastest locomotion technique with 85% and accuracy and predicted times were within 16% of actual times it took participants to use the fastest technique.The thesis this work will demonstrate is: The accessibility of virtual reality (VR) can be improved by the selection, design, and evaluation of scene-viewing and locomotion techniques using design frameworks, testbed evaluations, and movement analysis and modeling.
일반주제명  
Information science
일반주제명  
Computer science
일반주제명  
Information technology
키워드  
Virtual reality
키워드  
Consumer technology
키워드  
Locomotion techniques
키워드  
Impairments
키워드  
Selection
기타저자  
University of Washington Information School
기본자료저록  
Dissertations Abstracts International. 86-03B.
전자적 위치 및 접속  
로그인 후 원문을 볼 수 있습니다.

MARC

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■1001  ▼aFranz,  Rachel.
■24510▼aSupporting  the  Design,  Selection,  and  Evaluation  of  Accessible  Interaction  Techniques  for  Virtual  Reality
■260    ▼a[Sl]▼bUniversity  of  Washington▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a385  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-03,  Section:  B.
■500    ▼aAdvisor:  Wobbrock,  Jacob  O.
■5021  ▼aThesis  (Ph.D.)--University  of  Washington,  2024.
■520    ▼aVirtual  Reality  (VR)  is  rapidly  gaining  popularity  as  a  consumer  technology,  yet  accessibility  has  not  been  prioritized.  VR  enables  users  to  interact  with  immersive  virtual  worlds,  but  effective  interaction  requires  the  ability  to  perceive  and  navigate  the  environment.  Fortunately,  over  the  past  thirty  years,  hundreds  of  scene-viewing  and  locomotion  techniques  that  facilitate  viewing  and  navigating  in  VR  environments  have  been  developed  that  could  potentially  be  accessible  to  individuals  with  various  physical  impairments.  However,  it  remains  unclear  which  techniques  are  optimal  for  specific  impairments,  and  the  process  of  designing  accessible  techniques  is  largely  unexplored.  The  goal  of  my  dissertation  is  to  provide  researchers  and  designers  with  guidance  on  selecting  or  designing  accessible  scene-viewing  and  locomotion  techniques  to  enhance  VR  accessibility  for  individuals  with  upper-body  impairments.To  achieve  this  goal,  I  developed  a  taxonomy  and  design  framework  to  help  designers  select  existing  scene-viewing  techniques  that  require  minimal  head  movement  as  well  as  create  new  scene-viewing  techniques  based  on  user  and  virtual  environment  (VE)  characteristics.  Additionally,  I  created  an  extensible  testbed  as  a  step  towards  standardizing  the  evaluation  of  VR  interaction  techniques.  Using  this  testbed,  I  evaluated  six  locomotion  techniques  with  participants  both  with  and  without  upper-body  impairments  and  found  that  Teleport  was  the  most  accessible  technique.  I  also  found  that  people  with  and  without  impairments  performed  similarly  with  Sliding  Looking.  By  analyzing  low-level  headset  and  controller  data  collected  during  the  study,  I  examined  differences  in  how  individuals  with  and  without  impairments  moved  and  interacted  with  the  controllers  to  gain  insight  into  how  locomotion  technique  design  impacted  performance  for  both  groups.  I  found  that  headset  metrics  differentiated  groups  across  all  six  techniques  and  that  movement-,  button-,  and  target-related  metrics  could  explain  performance  differences  between  groups.  Finally,  I  developed  a  user  model  capable  of  predicting  the  most  suitable  locomotion  techniques  for  individual  users  based  on  their  abilities.  The  model  could  predict  a  user's  fastest  locomotion  technique  with  85%  and  accuracy  and  predicted  times  were  within  16%  of  actual  times  it  took  participants  to  use  the  fastest  technique.The  thesis  this  work  will  demonstrate  is:  The  accessibility  of  virtual  reality  (VR)  can  be  improved  by  the  selection,  design,  and  evaluation  of  scene-viewing  and  locomotion  techniques  using  design  frameworks,  testbed  evaluations,  and  movement  analysis  and  modeling.
■590    ▼aSchool  code:  0250.
■650  4▼aInformation  science
■650  4▼aComputer  science
■650  4▼aInformation  technology
■653    ▼aVirtual  reality
■653    ▼aConsumer  technology
■653    ▼aLocomotion  techniques
■653    ▼aImpairments  
■653    ▼aSelection
■690    ▼a0723
■690    ▼a0984
■690    ▼a0489
■71020▼aUniversity  of  Washington▼bInformation  School.
■7730  ▼tDissertations  Abstracts  International▼g86-03B.
■790    ▼a0250
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17163598▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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