IEEE Trans Vis Comput Graph. 2022 Nov;28(11):3939-3947. doi: 10.1109/TVCG.2022.3203105. Epub 2022 Oct 21.
Fitts' law and throughput based on effective measures are two mathematical models frequently used to analyze human motor performance in a standardized pointing task, e.g., to compare the performance of input and output devices. Even though pointing has been deeply studied in 2D, it is not well understood how different task execution strategies affect throughput in pointing in 3D virtual environments. In this work, we examine the effective throughput measure, claimed to be invariant to task execution strategies, in Virtual Reality (VR) systems with three such strategies, "as fast, as precise, and as fast and as precise as possible" for ray casting and virtual hand interaction, by re-analyzing data from a 3D pointing ISO 9241-411 study. Results show that effective throughput is not invariant for different task execution strategies in VR, which also matches a more recent 2D result. Normalized speed vs. accuracy curves also did not fit the data. We thus suggest that practitioners, developers, and researchers who use MacKenzie's effective throughput formulation should consider our findings when analyzing 3D user pointing performance in VR systems.
菲茨定律和基于有效度量的吞吐量是常用于分析标准化指点任务中人类运动表现的两种数学模型,例如,用于比较输入和输出设备的性能。尽管在 2D 中已经对指点进行了深入研究,但对于不同的任务执行策略如何影响 3D 虚拟环境中的指点吞吐量,人们还不是很了解。在这项工作中,我们通过重新分析来自 3D 指点 ISO 9241-411 研究的数据,检查了在具有三种策略(光线投射和虚拟手交互的“尽可能快、尽可能精确和尽可能快且尽可能精确”)的虚拟现实 (VR) 系统中,被声称对任务执行策略不变的有效吞吐量度量。结果表明,在 VR 中,不同的任务执行策略对有效吞吐量并不具有不变性,这与最近的 2D 结果相匹配。归一化速度与精度曲线也不符合数据。因此,我们建议在分析 VR 系统中的 3D 用户指点性能时,使用 MacKenzie 的有效吞吐量公式的从业者、开发人员和研究人员应该考虑我们的发现。