TY - JOUR
T1 - Navigation in virtual environments using head-mounted displays
T2 - Allocentric vs. egocentric behaviors
AU - Fabroyir, Hadziq
AU - Teng, Wei Chung
N1 - Publisher Copyright:
© 2017 Elsevier Ltd
PY - 2018/3
Y1 - 2018/3
N2 - User behaviors while navigating virtual environments (VEs) using head-mounted displays (HMDs) were investigated. Particularly, spatial behaviors were observed and analyzed with respect to the virtual navigation preferences and performance. For this, two distinct navigation strategies applying allocentric and egocentric spatial perspectives were used. Participants utilized two different user interfaces (i.e., a multitouch screen and a gamepad) to employ the aforementioned strategies to perform a series of rotation, surge motion, and navigation tasks. Two allocentric and two egocentric metaphors for motion techniques—digital map, canoe paddle, steering wheel, and wheelchair—were established. User preferences for these motion techniques across the tasks were then observed, and their task performances on the two given interfaces were compared. Results showed that the participants preferred to apply egocentric techniques to orient and move within the environment. The results also demonstrated that the participants performed faster and were less prone to errors while using a gamepad, which manifests egocentric navigation. Results from workload measurements with the NASA-TLX and a brain-computer interface showed the gamepad to be superior to the multitouch screen. The relationships among spatial behaviors (i.e., allocentric and egocentric behaviors), gender, video gaming experience, and user interfaces in virtual navigation were also examined. It was found that female participants tended to navigate the VE allocentrically, while male participants were likely to navigate the VE egocentrically, especially while using a non-natural user interface such as the gamepad.
AB - User behaviors while navigating virtual environments (VEs) using head-mounted displays (HMDs) were investigated. Particularly, spatial behaviors were observed and analyzed with respect to the virtual navigation preferences and performance. For this, two distinct navigation strategies applying allocentric and egocentric spatial perspectives were used. Participants utilized two different user interfaces (i.e., a multitouch screen and a gamepad) to employ the aforementioned strategies to perform a series of rotation, surge motion, and navigation tasks. Two allocentric and two egocentric metaphors for motion techniques—digital map, canoe paddle, steering wheel, and wheelchair—were established. User preferences for these motion techniques across the tasks were then observed, and their task performances on the two given interfaces were compared. Results showed that the participants preferred to apply egocentric techniques to orient and move within the environment. The results also demonstrated that the participants performed faster and were less prone to errors while using a gamepad, which manifests egocentric navigation. Results from workload measurements with the NASA-TLX and a brain-computer interface showed the gamepad to be superior to the multitouch screen. The relationships among spatial behaviors (i.e., allocentric and egocentric behaviors), gender, video gaming experience, and user interfaces in virtual navigation were also examined. It was found that female participants tended to navigate the VE allocentrically, while male participants were likely to navigate the VE egocentrically, especially while using a non-natural user interface such as the gamepad.
KW - EEG
KW - HMD
KW - NASA-TLX
KW - Spatial behavior
KW - Virtual navigation
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85034972367&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2017.11.033
DO - 10.1016/j.chb.2017.11.033
M3 - Article
AN - SCOPUS:85034972367
SN - 0747-5632
VL - 80
SP - 331
EP - 343
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -