R. Shumaker (Ed.): Virtual and Mixed Reality, Part I, HCII 2011, LNCS 6773, pp. 380–386, 2011.
© Springer-Verlag Berlin Heidelberg 2011
Evaluation of Human Performance Using Two Types
of Navigation Interfaces in Virtual Reality
Luís Teixeira
1
, Emília Duarte
2
, Júlia Teles
3
, and Francisco Rebelo
1
1
Ergonomics Laboratory. FMH/Technical University of Lisbon, Estrada da Costa,
1499-002 Cruz Quebrada - Dafundo, Portugal
2
UNIDCOM/IADE – Superior School of Design, Av. D. Carlos I, no. 4,
1200-649 Lisbon, Portugal
3
Mathematics Unit. FMH/Technical University of Lisbon, Estrada da Costa,
1499-002 Cruz Quebrada - Dafundo, Portugal
{lmteixeira,jteles,frebelo}@fmh.utl.pt, emilia.duarte@iade.pt
Abstract. Most of Virtual Reality related studies use a hand-centric device as a
navigation interface. Since this could be a problem when is required to
manipulate objects or it can even distract a participant from other tasks if he has
to “think” on how to move, a more natural and leg-centric interface seems more
appropriate. This study compares human performance variables (distance
travelled, time spent and task success) when using a hand-centric device
(Joystick) and a leg-centric type of interface (Nintendo Wii Balance Board)
while interacting in a Virtual Environment in a search task. Forty university
students (equally distributed in gender and number by experimental conditions)
participated in this study. Results show that participants were more efficient
when performing navigation tasks using the Joystick than with the Balance
Board. However there were no significantly differences in the task success.
Keywords: Virtual Reality, Navigation interfaces, Human performance.
1 Introduction
The most common navigation interfaces used in Virtual Reality (VR) are
hand-centric. This might pose a problem when besides navigating in the Virtual
Environment (VE), it is also required to further interact with it, for example,
manipulate objects. It can also be a problem if the hand-centric navigation can distract
in some way a participant from other tasks in the VE, i.e. when the participant has to
“think” on how to move. Also, and since a hand-centric interface does not reproduce a
natural navigation movement, it might not allow similar performance as other type of
interface, such as one that makes use of legs or feet movement to represent motion.
Because of the abovementioned limitations, navigation interfaces are an important
issue for VR and, as such, several attempts in creating new types of interface have
been done (e.g. [1], [2], [3]). Slater, Usoh et al. [1] used a walk-in-place technique to
navigate in the VE. Peterson, Wells et al. [2] presented a body-controller interface
called Virtual Motion Controller that uses the body to generate motion commands.