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.