Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk

dc.contributor.authorVan Dam, Jareden
dc.contributor.authorTanous, Kyleen
dc.contributor.authorWerner, Matten
dc.contributor.authorGabbard, Joseph L.en
dc.date.accessioned2021-11-11T19:25:06Zen
dc.date.available2021-11-11T19:25:06Zen
dc.date.issued2021-10-28en
dc.date.updated2021-11-11T14:57:24Zen
dc.description.abstractIn this work, we propose a convenient method for evaluating levels of angular jerk in augmented reality (AR) and virtual reality (VR). Jerk is a rarely analyzed metric in usability studies, although it can be measured and calculated easily with most head-worn displays and can yield highly relevant information to designers. Here, we developed and implemented a system capable of calculating and analyzing jerk in real-time based on orientation data from an off-the-shelf head-worn display. An experiment was then carried out to determine whether the presence of AR user interface annotations results in changes to users’ angular head jerk when conducting a time-pressured visual search task. Analysis of the data indicates that a decrease in jerk is significantly associated with the use of AR augmentations. As noted in the limitations section, however, the conclusions drawn from this work should be limited, as this analysis method is novel in the VR/AR space and because of methodological limitations that limited the reliability of the jerk data. The work presented herein considerably facilitates the use of jerk as a quick component measure of usability and serves as an initial point off which future research involving jerk in VR and AR can be performed.en
dc.description.versionPublished versionen
dc.format.mimetypeapplication/pdfen
dc.identifier.citationVan Dam, J.; Tanous, K.; Werner, M.; Gabbard, J.L. Calculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerk. Appl. Sci. 2021, 11, 10082.en
dc.identifier.doihttps://doi.org/10.3390/app112110082en
dc.identifier.urihttp://hdl.handle.net/10919/106615en
dc.language.isoenen
dc.publisherMDPIen
dc.rightsCreative Commons Attribution 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en
dc.subjectangular jerken
dc.subjectaugmented realityen
dc.subjectvirtual realityen
dc.subjectusabilityen
dc.subjectsignal detectionen
dc.subjectergonomicsen
dc.subjectfatigueen
dc.subjectvirtual environmentsen
dc.subjecthuman factorsen
dc.subjectsignal analysis and processingen
dc.titleCalculating and Analyzing Angular Head Jerk in Augmented and Virtual Reality: Effect of AR Cue Design on Angular Jerken
dc.title.serialApplied Sciencesen
dc.typeArticle - Refereeden
dc.type.dcmitypeTexten

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