Abstract
In this study, we evaluate an interaction sequence
performed by six modalities consisting of
desktop-based (DB) and virtual reality (VR)
environments using different input devices. For the
given study, we implemented a vertical prototype of
a first person shooter (FPS) game scenario, focusing
on the genre-defining point-and-shoot mechanic. We
introduce measures to evaluate the success of the
according interaction sequence (times for target
acquisition, pointing, shooting, overall net time,
and number of shots) and conduct experiments to
record and compare the users' performances. We show
that interacting using head-tracking for
landscape-rotation is performing similarly to the
input of a screen-centered mouse and also yielded
shortest times in target acquisition and
pointing. Although using head-tracking for target
acquisition and pointing was most efficient,
subjects rated the modality using head-tracking for
target acquisition and a 3DOF Controller for
pointing best. Eye-tracking (ET) yields promising
results, but calibration issues need to be resolved
to enhance reliability and overall user experience.
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