Abstract | ||
---|---|---|
Designers of educational and entertainment desktop virtual environments (VEs) have employed a variety of cues for motivating users to perform actions or adopt particular viewpoints. However, there has been little formal study comparing user responses to such cues. This paper reports the results of a preliminary study of five cues (agents, signs, man-made landmarks, environmental landmarks, and trails) for motivating actions in virtual environments. Given a sample task of navigating to a target destination, no significant differences between the cues were observed in terms of overall success or speed. However, significant differences between the cues were found on other measures, including minimization of detours (trails) and awareness of guidance (agents, signs, trails). Frequency of desktop VE usage was also found to influence performance. |
Year | DOI | Venue |
---|---|---|
2004 | 10.1007/s10055-004-0125-1 | Virtual Reality |
Keywords | Field | DocType |
particular viewpoint,entertainment desktop virtual environment,significant difference,man-made landmark,sample task,overall success,formal study,environmental landmark,virtual environment,preliminary study,guidance cue,virtual reality,navigation | Virtual reality,Entertainment,Viewpoints,Simulation,Computer science,Human–computer interaction,Three dimensional model,Multimedia | Journal |
Volume | Issue | Citations |
7 | 3-4 | 3 |
PageRank | References | Authors |
0.65 | 13 | 2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Karl E. Steiner | 1 | 40 | 17.90 |
Lavanya Voruganti | 2 | 3 | 0.65 |