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Accessible Bimanual Interactions in Virtual Reality for Users with Limited Movement


Conceitos Básicos
Enabling users with limited mobility to perform bimanual interactions in virtual reality through accessible input techniques that map unimanual input to bimanual actions.
Resumo
The article proposes a design space called "Two-in-One" to facilitate the creation of accessible methods for bimanual interactions in virtual reality (VR) from unimanual input. The design space comprises two dimensions: bimanual interactions and computer assistance. The bimanual interactions dimension categorizes all VR bimanual interactions into four types based on Guiard's Kinematic Chain theory: symmetric in-phase, symmetric out-of-phase, asymmetric coordinated, and asymmetric uncoordinated. This categorization allows developers to leverage the properties of each interaction type when creating input techniques. The computer assistance dimension considers how the actions of the virtual hand should be controlled, with options for the computer to assist (on) or for the user to directly control (off). Computer assistance can decrease user effort but may also decrease user autonomy. The authors applied two lenses - creation and evaluation - to demonstrate how the design space can be used. The creation lens highlights properties of each bimanual interaction type that can be leveraged to develop input techniques. The evaluation lens predicts tradeoffs associated with the input techniques, such as user effort and autonomy. The authors prototyped three input techniques (inferring virtual hand, alternative input, mode switch) for symmetric out-of-phase interactions and conducted a remote video elicitation study with 17 participants with limited mobility. The findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional accessibility settings and methods to make VR accessible for people with limited mobility.
Estatísticas
"All but one participant (P10) indicated that they would experience challenges interacting with two motion controllers at the same time without accessibility adaptations." "P10 used a wheelchair and discussed how they would have no issues with bimanual VR interactions as long as the range was not too large."
Citações
"Allowing users with limited mobility to perform bimanual interactions in VR with a single controller could significantly improve the accessibility of VR applications." "Two-in-One provides designers a tool for developing interaction methods for VR games and applications that are accessible to people with limited mobility, and our user study highlights the need for a broad and inclusive set of accessibility settings for personalizable immersive experiences in VR."

Perguntas Mais Profundas

How can the Two-in-One design space be extended to support a wider range of bimanual interactions beyond the four categories described?

The Two-in-One design space can be extended to support a wider range of bimanual interactions by incorporating additional dimensions that capture different aspects of interactions. One way to extend the design space is to include a dimension that considers the complexity of the interactions. This dimension could categorize interactions based on their level of complexity, such as simple interactions that involve basic movements versus complex interactions that require intricate coordination between the hands. By incorporating complexity as a dimension, designers can tailor input techniques to match the specific demands of each interaction type. Another extension could involve incorporating a dimension related to the physical attributes of the interactions. This dimension could consider factors such as the size, weight, and shape of the objects being manipulated in the virtual environment. By including physical attributes as a dimension, designers can develop input techniques that account for the unique characteristics of each interaction, ensuring that users with limited mobility can effectively interact with a diverse range of objects in VR. Furthermore, the design space could be expanded to include a dimension that addresses the temporal aspects of interactions. This dimension could differentiate between interactions that require precise timing and those that allow for more flexibility in movement execution. By considering temporal aspects, designers can create input techniques that accommodate varying temporal constraints in different bimanual interactions, enhancing the overall accessibility of VR experiences for users with limited mobility.

What other factors beyond user effort and autonomy should be considered when evaluating the tradeoffs of input techniques for accessible bimanual interactions in VR?

In addition to user effort and autonomy, several other factors should be considered when evaluating the tradeoffs of input techniques for accessible bimanual interactions in VR: Comfort: The comfort level of the user while using the input technique is crucial. Factors such as ergonomic design, hand fatigue, and overall physical comfort should be assessed to ensure a positive user experience. Precision and Accuracy: The precision and accuracy of the input technique in translating the user's movements into virtual interactions are essential. Input techniques should be evaluated based on their ability to accurately reflect the user's intentions in the virtual environment. Feedback: Providing feedback to the user about the actions performed in the virtual environment can enhance the user experience. Considerations should be made for auditory, visual, or haptic feedback to improve interaction understanding and engagement. Learning Curve: The ease of learning and mastering the input technique is critical. Input techniques should be intuitive and easy to understand, minimizing the time required for users to become proficient in using them. Customizability: The ability to customize and adapt the input techniques to suit individual user preferences and needs is important. Providing options for customization can enhance accessibility and user satisfaction.

How can the insights from this work on accessible bimanual interactions be applied to improve the accessibility of other types of interactions in immersive technologies beyond VR?

The insights gained from this work on accessible bimanual interactions in VR can be applied to improve the accessibility of other types of interactions in immersive technologies by: Adapting Input Techniques: The principles and methodologies developed for bimanual interactions can be adapted to create accessible input techniques for other types of interactions, such as gestural interactions, voice commands, or gaze-based interactions. Designing Inclusive Interfaces: By considering the needs and preferences of users with limited mobility, designers can create more inclusive interfaces that cater to a diverse range of abilities and disabilities in immersive technologies. User-Centered Design: Applying a user-centered design approach to the development of interaction techniques can ensure that the needs and experiences of users with limited mobility are prioritized, leading to more accessible and user-friendly immersive technologies. Collaboration with Accessibility Experts: Collaborating with accessibility experts and individuals with disabilities can provide valuable insights and feedback on the design of interaction techniques, leading to more effective and inclusive solutions for immersive technologies. Continuous Evaluation and Iteration: Regular evaluation and iteration of interaction techniques based on user feedback and usability testing can help refine and improve the accessibility of immersive technologies beyond VR, ensuring that they meet the diverse needs of all users.
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