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Virtual Reality (VR) is redefining the best way industries operate inside the fast-paced world of contemporary technology. In 2021, the annual sales of VR headsets reached 6.1 million units and is forecasted to exceed 14.3 million the world over by 2024.
Industries have found latest and effective applications for VR comparable to in architecture, where constructing designs will be showcased to clients in fully detailed and immersive environments with the flexibility to make real-time changes to model structures. Some corporations have developed complete training modules to practice high risk procedures in a virtual environment reducing health and safety risks for staff.
“VR is being implemented at an increasing pace across a big selection of industries, and the necessity for improved accuracy and reliability is crucial,” says Dr Huawei Tu, Lecturer in Computer Sciences and Information Technology at La Trobe University. “Refining these parameters is the goal of our research.”
Dr Tu and his team are collaborating with Jinan University in China to look at how walking in VR affects the user’s ability to accurately select targets within the virtual environment and have produced design guidelines to enhance the immersive experience in VR.
“Our team had experience studying Virtual Reality Locomotion and wanted to analyze the consequences of walking and goal selection within the virtual environment,” says Dr Tu.
“Our research has provided theoretical and empirical evidence to support various designs for various applications of VR across many industries.”
Participants were directed to walk on a treadmill and choose targets fixed to the virtual environment in a single experiment while a second experiment asked participants to pick out targets which were fixed relative to the user’s virtual body. This was accomplished using an Oculus Quest 2 VR headset coupled with a controller.
“We considered many aspects comparable to walking speed, goal size and distance to find out the accuracy of goal selection while walking,” says Dr Tu.
The research team developed three constant walking speeds (0.8 m/s, 1.1 m/s 1.4 m/s), three different goal sizes (20 cm, 25 cm and 30 cm) and three various goal depths (0.8m, 2.5m and three.5m) to check the participants’ accuracy and determine the length of time to pick out all of the required targets.
The study revealed that a slower walking speed resulted in a better accuracy but longer completion time when participants chosen targets fixed to the virtual environment. However, when the targets are fixed relative to the user’s body, walking faster led to reduced selection accuracy and longer completion time because targets would oscillate with each step of the participant.
“Based on our results, we provide a set of design guidelines that may specify user interface elements in VR in accordance with users’ motor activities. These can significantly improve user experience when interacting with VR applications,” says Associate Professor Dr BoYu Gao from Guangdong Institute of Smart Education at Jinan University.
The study resulted in several design guidelines including increasing goal sizes if users are moving quickly within the VR environment, moving targets closer to the user for greater accuracy no matter walking speed, or display a warning if a user is moving too fast to keep up a better level of accuracy and account for various selection performance based on where targets are placed.
“Our future research will focus in two areas – one is to further understand the theoretical fundamentals of goal selection performance in VR within the context of varied motor activities,” says Dr Gao. “The second focus is to increase our results to more VR interaction scenarios with different devices. For example, we’re currently conducting studies to explore user performance of goal selection enduring walking with AR glasses.”
“Our hope is that we are able to higher refine these devices, increasing accuracy and furthering their application possibilities in a wide selection of skilled fields.”
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