TY - CONF TI - Analyzing the Trade-off between Selection and Navigation in VR AU - Malekmakan, Morteza AU - Stuerzlinger, Wolfgang AU - Riecke, Bernhard E. T2 - ACM VRST AB - Navigation and selection, two of the main interaction modalities in Virtual Reality systems, have been widely studied in different contexts. Once a given virtual environment (VE) exceeds in extent beyond what can be easily reached with a given selection method from the current viewpoint, users have to navigate before they can select and then interact with targets, e.g., because distant objects appear too small to be selectable. Navigation is even more critical in very large VEs, such as a whole town. Many different VR techniques to navigate and select 3D objects have been presented, and each method has its own advantages and shortcomings. In previous work, attributes of navigation and selection methods have typically been investigated separately. However, in practice, many VR applications require both of these modalities to work together. To fill this gap, we compare different combinations of two navigation and two selection methods in VR, in this study. The aim of our work is to discover the trade-off between navigation and selection techniques and to identify which combination leads to better interaction performance in large VEs. We investigated the differences between the combination of two typical navigation methods (teleportation and flying) and two typical selection methods (raycasting and virtual hand). We conducted a user study with 5 participants to compare task completion time, selection error rate, and distance traveled, in a scenario where the selection tasks require navigation, as the targets are (initially) too far away. We also investigated simulator sickness and preference scores for these combinations. The results showed that, users could complete their task faster with the flying method and traveled less distance, compared to the teleportation method. However, the flying method caused also a greater sense of motion sickness in comparison with the teleportation. Additionally, the raycasting method exhibited a better performance in terms of time and (less) distance traveled, however, it significantly increased the error rate for the selection of targets. Our results suggest that on average users tend to select targets at a distance of 3.18 meters with the raycasting method and at 0.8 meters with the virtual hand method. Participants selected objects in these distances even though with raycasting they had the option to select targets at further distances. The outcomes of our study help researchers and VR designers to know more about advantages and shortcomings of each technique in different situations in the context of object selection, and give guidance for improving the interaction experience of users of VR systems. DA - 2020/// PY - 2020 SP - 1 EP - 3 PB - ACM UR - https://vrst.acm.org/vrst2020/?page_id=515 KW - Riecke KW - Riecke_2020 KW - bernhard-riecke KW - conferencePaper KW - iat802 KW - iat802_spring2020 KW - poster KW - short conference paper KW - wolfgang-stuerzlinger ER -