研究目的
To develop a floor-based user interface for spatial augmented reality environments that supports multiple users in interaction, guidance, and collaboration, addressing the limitations of single-user stereoscopic projections.
研究成果
The floor-based UI is self-explanatory and improves multi-user collaboration in SAR environments by guiding users to better viewpoints and fostering communication. It achieved good usability scores and reduced head distances between users, indicating enhanced shared experiences. However, it did not significantly improve storytelling, and future work should focus on learning outcomes and real-world applications.
研究不足
The study was conducted in a controlled CAVE environment, which may not fully represent real-world settings. The storytelling cues were not significantly effective, possibly due to the small CAVE size and simple story. The UI might distract users from content, and learning outcomes were not measured. Technical limitations include the complexity and cost of multi-user stereoscopic systems.
1:Experimental Design and Method Selection:
The study used a between-subjects design to compare an extended floor UI with a basic UI in a simulated exhibition scenario within a CAVE environment, focusing on usability, storytelling, and collaboration metrics.
2:Sample Selection and Data Sources:
40 participants (26 male, 14 female, aged 19-65) were recruited, with half knowing their partners and half being strangers, to model natural museum interactions. Data included questionnaires, video recordings, and tracking data.
3:List of Experimental Equipment and Materials:
A 4-sided CAVE with five 3D projectors (three Optoma EH320UST and two Optoma GT1080e), 3D shutter glasses, an ARTTRACK2 tracking system, a physical dinosaur skeleton replica, and video cameras for recording.
4:Experimental Procedures and Operational Workflow:
Participants entered the CAVE, wore shutter glasses, and freely explored three scenes (2D highlighting, 3D skin projection, 360-degree video) for 8 minutes without specific tasks, followed by post-questionnaires. Interactions were based on stepping on floor-projected buttons and following guidance cues.
5:Data Analysis Methods:
Data were analyzed using unpaired t-tests, Mann-Whitney-U tests, ANOVA, and categorization of speech data, with metrics including System Usability Scale (SUS), AttrakDiff, head distances, and role balancing ratios.
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