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Selection using a one-eyed cursor in a fish tank VR environment

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Published:01 December 1997Publication History
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Abstract

This study investigates the use of a 2D cursor presented to one eye for target selection in Fish Tank VR and other stereo environments. It is argued that 2D selection of 3D objects should be less difficult than 3D selection. Vision research concerning binocular rivalry and the tendency we have to project images onto surfaces suggests that this mode of viewing will not seem particularly unnatural. A Fitt's Law experiment was done to directly compare target acquisition with a one-eyed 2D cursor and target acquisition using a 3D cursor. In both cases we used the same input device (Polhemus Fastrak) so that the device lag and gain parameters were exactly matched. The results show a large improvement in target acquisition time using the 2D cursor. The practical implications of this is that the 2D selection method using a one-eyed cursor in preferable to the 3D selection method. Theoretical implications relate to methods for extending Fitts' Law from the one-dimensional task for which it was designed to 2D and 3D tasks. We conclude that the existing approaches to this problem are not adequate.

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  1. Selection using a one-eyed cursor in a fish tank VR environment

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      Jon A. Meads

      The results of an investigation into the use of a 2D cursor presented to one eye for selecting objects in a 3D virtual reality (VR) environment are presented. Navigation within a 3D virtual reality and selection of objects are two aspects of VR technology that have not been satisfactorily solved. This paper starts from the fact that actual 3D movement of a cursor may not be required, and that simplifying the dimensions in which the cursor can be maneuvered may improve interaction within a virtual reality. In addition to its movement being restricted to 2D, the cursor was presented to only one eye to reinforce viewing of the cursor as a 2D object. The authors verified that 2D selection with a one-eyed cursor is faster than 3D selection, yet noted a few problems. One is that users with a pronounced ocular dominance are likely to find using the cursor uncomfortable if it is pointed to the wrong eye. Another problem is that selecting items in the Z direction takes longer than expected. The paper provides a clear discussion of the issues involved and the work done. As such, it will be useful to others engaged in creating virtual realities and investigating user interaction in such environments.

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