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Navarro, Diego
Publications (3 of 3) Show all publications
Navarro, D. & Sundstedt, V. (2019). Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor. In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications: . Paper presented at 3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019 (pp. 103-110). SciTePress
Open this publication in new window or tab >>Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
2019 (English)In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, SciTePress , 2019, p. 103-110Conference paper, Published paper (Refereed)
Abstract [en]

An important aspect of virtual reality (VR) interfaces are novel natural user interactions (NUIs). The increased use of VR games requires the evaluation of novel interaction techniques that allow efficient manipulations of 3D elements using the hands of the player. Examples of VR devices that support these interactions include the HTC Vive controller and the Leap Motion sensor. This paper presents a quantitative and qualitative evaluation of player performance and experience in a controlled experiment with 20 volunteering participants. The experiment evaluated the HTC Vive controller and the Leap Motion sensor when manipulating 3D objects in two VR games. The first game was a Pentomino puzzle and the second game consisted of a ball-throwing task. Four interaction techniques (picking up, dropping, rotating, and throwing objects) were evaluated as part of the experiment. The number of user interactions with the Pentomino pieces, the number of ball throws, and game completion time were metrics used to analyze the player performance. A questionnaire was also used to evaluate the player experience regarding enjoyment, ease of use, sense of control and user preference. The overall results show that there was a significant decrease in player performance when using the Leap Motion sensor for the VR game tasks. Participants also reported that hand gestures with the Leap Motion sensor were not as reliable as the HTC Vive controller. However, the survey showed positive responses when using both technologies. The paper also offers ideas to keep exploring the capabilities of NUI techniques in the future. Copyright © 2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved

Place, publisher, year, edition, pages
SciTePress, 2019
Keywords
Experience, Game Interaction, HTC Vive, Leap Motion, Performance, User Study, Virtual Reality, Computer control, Computer vision, Controllers, Surveys, Human computer interaction
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-18582 (URN)2-s2.0-85068239090 (Scopus ID)9789897583544 (ISBN)
Conference
3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019
Available from: 2019-09-06 Created: 2019-09-06 Last updated: 2019-09-20Bibliographically approved
Navarro, D. & Sundstedt, V. (2017). Simplifying Game Mechanics: Gaze as an Implicit Interaction Method. In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017: . Paper presented at ACM SIGGRAPH Asia 2017, Bangkok. ACM Digital Library, Article ID 132534.
Open this publication in new window or tab >>Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
2017 (English)In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, article id 132534Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
ACM Digital Library, 2017
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15750 (URN)10.1145/3145749.3149446 (DOI)978-1-4503-5406-6 (ISBN)
Conference
ACM SIGGRAPH Asia 2017, Bangkok
Available from: 2018-01-12 Created: 2018-01-12 Last updated: 2018-01-25Bibliographically approved
Sundstedt, V., Navarro, D. & Mautner, J. (2016). Possibilities and challenges with eye tracking in video games and virtual reality applications. In: SA 2016 - SIGGRAPH ASIA 2016 Courses: . Paper presented at 2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China. Association for Computing Machinery (ACM), Article ID a17.
Open this publication in new window or tab >>Possibilities and challenges with eye tracking in video games and virtual reality applications
2016 (English)In: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, article id a17Conference paper, Published paper (Refereed)
Abstract [en]

Due to an increase in affordable, reliable and non-intrusive eye trackers the technology has recently been used by the video game industry. This course offers participants the opportunity to get an update on research and developments in gaze-based interaction techniques in combination with other sensors. The course consists of three parts: (1) a review of eye tracking analysis and interaction in video games and virtual reality applications, (2) possibilities and challenges with gaze-based interaction, and (3) lessons learned from developing a commercial video game application using eye tracking along with alternative virtual reality technologies. This course is relevant for everyone who is interested in developing games that use eye tracking as an interaction device. The content is suitable for beginners or experienced delegates who want to learn more about the state of the art and future possibilities in eye tracking combined with other sensors as interaction devices. We believe that games and virtual reality applications have just started to incorporate these new techniques and further research and developments are needed in order to evaluate novel ways to enhance gameplay.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Curricula, Eye movements, Interactive computer graphics, Stereo vision, Virtual reality, Commercial video, Eye-tracking analysis, Gaze-based interaction, Interaction devices, Research and development, State of the art, Video game industry, Virtual reality technology, Human computer interaction
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:bth-13765 (URN)10.1145/2988458.2988466 (DOI)2-s2.0-85007256789 (Scopus ID)9781450345385 (ISBN)
Conference
2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China
Available from: 2017-01-16 Created: 2017-01-16 Last updated: 2018-01-13Bibliographically approved
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