A Comparative Study of Pointing Techniques for Eyewear Using a Simulated Pedestrian Environment

Quentin Roy, Camellia Zakaria, Simon T. Perrault, Mathieu Nancel, Wonjung Kim, Archan Misra, and Andy Cockburn. Interact '19.
EndNote
%0 Conference Paper
%8 2019-09
%D 2019
%A Roy, Quentin
%A Zakaria, Camellia
%A Perrault, Simon T.
%A Nancel, Mathieu
%A Kim, Wonjung
%A Misra, Archan
%A Cockburn, Andy
%E Lamas, David
%E Loizides, Fernando
%E Nacke, Lennart
%E Petrie, Helen
%E Winckler, Marco
%E Zaphiris, Panayiotis
%I Springer International Publishing
%P 625-646
%T A Comparative Study of Pointing Techniques for Eyewear Using a Simulated Pedestrian Environment
%R 10.1007/978-3-030-29387-1_36
%X Eyewear displays allow users to interact with virtual content displayed over real-world vision, in active situations like standing and walking. Pointing techniques for eyewear displays have been proposed, but their social acceptability, efficiency, and situation awareness remain to be assessed. Using a novel street-walking simulator, we conducted an empirical study of target acquisition while standing and walking under different levels of street crowdedness. We evaluated three phone-based eyewear pointing techniques: indirect touch on a touchscreen, and two in-air techniques using relative device rotations around forward and a downward axes. Direct touch on a phone, without eyewear, was used as a control condition. Results showed that indirect touch was the most efficient and socially acceptable technique, and that in-air pointing was inefficient when walking. Interestingly, the eyewear displays did not improve situation awareness compared to the control condition. We discuss implications for eyewear interaction design.
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