Did “Minority Report” Get It Wrong? Superiority of the Mouse over 3D Input Devices in a 3D Placement Task (original) (raw)

The influence of input device characteristics on spatial perception in desktop-based 3D applications

2009

In desktop applications 3D input devices are mostly operated by the non-dominant hand to control 3D viewpoint navigation, while selection and geometry manipulations are handled by the dominant hand using the regular 2D mouse. This asymmetric bi-manual interface is an alternative to commonly used keyboard and mouse input, where the non-dominant hand assists the dominant hand with keystroke input to toggle modes. Our first study compared the keyboard and mouse interface to bi-manual interfaces using the 3D input devices SpaceTraveller and Globefish in a coarse spatial orientation task requiring egocentric and exocentric viewpoint navigation. The different interface configurations performed similarly with respect to task completion times, but the bi-manual techniques resulted in significantly less errors. This result is likely to be due to better workload balancing between the two hands allowing the user to focus on a single task for each hand. Our second study focused on a bi-manual 3D point selection task, which required the selection of small targets and good depth perception. The Globefish interface employing position control for rotations performed significantly better than the SpaceTraveller interface for this task.

On 3D Input Devices

IEEE Computer Graphics and Applications, 2006

A lthough 3D graphics applications are increasingly in regular use, the development of input devices for this particular domain has evolved slowly. The desktop is still dominated by the mouse, and overall, only a small variety of input devices is commercially available. For example, for VR applications, tracked wands are commonly used-and, to a lesser degree, gloves.

Usability test of 3Dconnexion 3D mice versus keyboard + mouse in Second Life undertaken by people with motor disabilities due to medullary lesions

Universal Access in the Information Society, 2013

The use of keyboard and mouse combinations to navigate 3D environments of virtual worlds requires the coordination of both hands in order for the 2D degrees of motion of the mice to transform into the variety of motions available in a 3D presented by manufacturers as significant interface alternatives. To establish the feasibility of such claims, we have conducted a usability test of two 3D mice marketed by 3Dconnexion, in parallel with a keyboard+mouse test. The 10 participants had motor disabilities due to medullary lesions on vertebrae C5-D11, and performed 13 different tasks in the Second Life virtual world: 5 participants used 3D mice, 5 used keyboard+mouse. We have concluded that 2-3 of the 5 most challenging tasks in the keyboard+mouse combination become less cha more positive regarding 3D mice, but with significant differences between mice. Contrary to our initial expectations, the least stable mouse, Space Navigator, originated the best feedback.

Development of a benchmarking scenario for testing 3D user interface devices and interaction methods

Proceedings of the 11th …, 2005

To address a part of the challenge of testing and comparing various 3D user interface devices and methods, we are currently developing and testing a VR 3D User Interface benchmarking scenario. The approach outlined in this paper focuses on the capture of human interaction performance on object selection and manipulation tasks using standardized and scalable block configurations that allow for measurement of speed and efficiency with any interaction device or method. The block configurations that we are using as benchmarking stimuli are accompanied by a pure mental rotation visuospatial assessment test. This feature will allow researchers to test users' existing spatial abilities and statistically parcel out the variability due to innate ability, from the actual hands-on performance metrics. This statistical approach could lead to a more pure analysis of the ergonomic features of interaction devices and methods separate from existing user abilities. An initial test was conducted at two sites using this benchmarking system to make comparisons between 3D/gesture-based and 2D/mouse-based interactions for 3D selection and manipulation. Our preliminary results demonstrated, as expected, that the 3D/gesture based method in general outperformed the 2D/mouse interface. As well there were statistically significant performance differences between different user groups when categorized by their sex, visuospatial ability and educational background.

A usability comparison of input devices for precise and intuitive interaction with 3D visualizations

Uporabna informatika

The paper presents a user study comparing the performance and usability of different input devices for precise manipulation of 3D objects: a regular mouse, a 3D mouse, and the gesture-based Leap Motion Controller. We show that the 3D mouse is well suited for the task, as it yielded the lowest rotation error rate and best overall usability, while tasks were completed as fast with the 3D mouse as with the regular mouse interface. The 3D mouse got an average System Usability Scale (SUS) score of 88.7, the regular mouse 72.4, while the Leap Motion Controller was barely suitable for the task with an average SUS score of 56.5. The study showed that users needed the most time to finish the tasks with the Leap Motion Controller and that its gestures were not as easy to learn as with the 3D mouse. This led us to conclude that the 3D mouse is currently the best input choice among the tested devices for 3D tasks that require both high precision, quick completion and a fast learning curve.

An Evaluation Study for a 3D Input Device Based on Ergonomic Design Criteria

Lecture Notes in Computer Science, 2000

To compare traditionally established 3D-input-devices with a new ergonomically motivated equipment, an evaluation software is needed. With this software the control of different 3D-input-devices has to be applicable. The main attention of the evaluation is to determine the advantages of the new developed HAPTOR-device. The HAPTOR is an user-centred table based 3Dinput-device. Intuitively used paths of the hand should be the basics of that device. To evaluate the users comfort additionally to the log parameters of the software, questionnaires and observation are necessary.