Comparison of a Kinematic and a Dynamic Docking Task Interaction Technique in an Interactive Physics AR Simulation
The XR community has extensively analyzed the docking task, especially for the AR case. With the advancement of gaming technology, more complex physics simulations of environments have become commonplace, especially in the form of rigid body dynamics. Physically motivated mass-spring systems have ma...
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Published in | IEEE International Symposium on Mixed and Augmented Reality Workshops (Online) pp. 592 - 595 |
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Main Authors | , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
21.10.2024
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Subjects | |
Online Access | Get full text |
ISSN | 2771-1110 |
DOI | 10.1109/ISMAR-Adjunct64951.2024.00170 |
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Summary: | The XR community has extensively analyzed the docking task, especially for the AR case. With the advancement of gaming technology, more complex physics simulations of environments have become commonplace, especially in the form of rigid body dynamics. Physically motivated mass-spring systems have mainly been used for soft body dynamics simulations or generating the output on a force feedback device in the XR community. This paper presents a mass-spring systems-based interaction technique for a docking task that naturally integrates into a physics simulation. We present a within-subject user study on a kinematic and a dynamic docking task interaction techniques with 12 participants who used a VR headset with a pass through feature. They had to stack cuboid objects into a pyramid shape as quickly as possible. Results show significant differences concerning execution times and errors. |
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ISSN: | 2771-1110 |
DOI: | 10.1109/ISMAR-Adjunct64951.2024.00170 |