LANG, Matěj, Clemens STROBEL, Felix WECKESSER, Danielle Kathryn LANGLOIS, Enkelejda KASNECI, Barbora KOZLÍKOVÁ and Michael KRONE. A multimodal smartwatch-based interaction concept for immersive environments. Computers & Graphics. Oxford: Elsevier, 2023, vol. 117, December, p. 85-95. ISSN 0097-8493. Available from: https://dx.doi.org/10.1016/j.cag.2023.10.010.
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Basic information
Original name A multimodal smartwatch-based interaction concept for immersive environments
Authors LANG, Matěj (203 Czech Republic, guarantor, belonging to the institution), Clemens STROBEL, Felix WECKESSER, Danielle Kathryn LANGLOIS (840 United States of America, belonging to the institution), Enkelejda KASNECI, Barbora KOZLÍKOVÁ (203 Czech Republic, belonging to the institution) and Michael KRONE.
Edition Computers & Graphics, Oxford, Elsevier, 2023, 0097-8493.
Other information
Original language English
Type of outcome Article in a journal
Field of Study 10200 1.2 Computer and information sciences
Country of publisher United Kingdom of Great Britain and Northern Ireland
Confidentiality degree is not subject to a state or trade secret
WWW URL
Impact factor Impact factor: 2.500 in 2022
RIV identification code RIV/00216224:14330/23:00132189
Organization unit Faculty of Informatics
Doi http://dx.doi.org/10.1016/j.cag.2023.10.010
UT WoS 001107076300001
Keywords in English Smartwatch;AR user interaction;Gesture interface;Input device;User experience;Cross-device interaction
Tags International impact, Reviewed
Changed by Changed by: RNDr. Pavel Šmerk, Ph.D., učo 3880. Changed: 7/4/2024 23:35.
Abstract
Augmented and Virtual Reality (AR/VR) environments require user interaction concepts beyond the traditional mouse-and-keyboard setup for seated desktop computer usage. Although advanced input modalities such as hand or gaze tracking have been developed, they have yet to be widely adopted in available hardware. Modern smartwatches have been shown to provide a powerful and intuitive means of input, thereby overcoming the limitation of the current AR/VR headsets. They typically offer a set of interesting input modalities, such as a touchscreen, rotary buttons, and an Inertial Measurement Unit (IMU), which can be used for mid-air gesture recognition. Compared to other input devices, they have the benefit that they are hands-free as soon as the user stops interacting since they are attached to the wrist. As many concepts have been proposed, comparative evaluations of their effectiveness and user-friendliness are still rare. In this paper, we evaluate the usability of two commonly found approaches for using a smartwatch as an interaction device, specifically in immersive environments provided by AR/VR HMDs: using the physical inputs of the watch (touchscreen, rotary buttons) or mid-air gestures. We conducted a user study with 20 participants, where they tested both of the interaction methods, and we compared them in their usability and performance. Based on a prototypical AR application, we evaluated the performance and user experience of these two smartwatch-based interaction concepts. We have found that the input using a touchscreen and buttons was generally favored by the participants and led to shorter task completion times.
Links
MUNI/A/1339/2022, interní kód MUName: Rozvoj technik pro zpracování dat pro podporu vyhledávání, analýz a vizualizací rozsáhlých datových souborů s využitím umělé inteligence
Investor: Masaryk University, Development of data processing techniques to support search, analysis and visualization of large datasets using artificial intelligence
PrintDisplayed: 19/7/2024 16:20