Graduate Institute of Design Science, Tatung University.
Percept Mot Skills. 2013 Apr;116(2):382-405. doi: 10.2466/22.23.PMS.116.2.382-405.
Providing a natural mapping between multi-touch gestures and manipulations of digital content is important for user-friendly interfaces. Although there are some guidelines for 2D digital content available in the literature, a guideline for manipulation of 3D content has yet to be developed. In this research, two sets of gestures were developed for experiments in the ease of manipulating 3D content on a touchscreen. As there typically are large differences between age groups in the ease of learning new interfaces, we compared a group of adults with a group of children. Each person carried out three tasks linked to rotating the digital model of a green turtle to inspect major characteristics of its body. Task completion time, subjective evaluations, and gesture changing frequency were measured. Results showed that using the conventional gestures for 2D object rotation was not appropriate in the 3D environment. Gestures that required multiple touch points hampered the real-time visibility of rotational effects on a large screen. While the cumulative effects of 3D rotations became complicated after intensive operations, simpler gestures facilitated the mapping between 2D control movements and 3D content displays. For rotation in Cartesian coordinates, moving one fingertip horizontally or vertically on a 2D touchscreen corresponded to the rotation angles of two axes for 3D content, while the relative movement between two fingertips was used to control the rotation angleof the third axis. Based on behavior analysis, adults and children differed in the diversity of gesture types and in the touch points with respect to the object's contours. Offering a robust mechanism for gestural inputs is necessary for universal control of such a system.
在用户友好的界面中,将多点触控手势与数字内容的操作进行自然映射非常重要。尽管文献中提供了一些针对 2D 数字内容的指南,但尚未针对 3D 内容的操作开发指南。在这项研究中,为在触摸屏上轻松操作 3D 内容的实验开发了两组手势。由于在学习新界面方面,不同年龄段的人通常存在较大差异,因此我们比较了一组成年人和一组儿童。每个人都执行了三个任务,这些任务与旋转数字绿海龟模型以检查其身体的主要特征有关。测量了任务完成时间、主观评估和手势更改频率。结果表明,在 3D 环境中使用用于 2D 对象旋转的常规手势并不合适。需要多个触摸点的手势会阻碍在大屏幕上实时查看旋转效果。在密集操作之后,3D 旋转的累积效果变得复杂,而更简单的手势则有助于在 2D 控制运动和 3D 内容显示之间进行映射。对于笛卡尔坐标系中的旋转,在 2D 触摸屏上水平或垂直移动一个指尖对应于 3D 内容的两个轴的旋转角度,而两个指尖之间的相对运动用于控制第三轴的旋转角度。基于行为分析,成年人和儿童在手势类型的多样性以及相对于对象轮廓的触摸点方面存在差异。提供一种用于手势输入的强大机制对于此类系统的通用控制是必要的。