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.
TY  - CONF
A2  - Lamas, David
A2  - Loizides, Fernando
A2  - Nacke, Lennart
A2  - Petrie, Helen
A2  - Winckler, Marco
A2  - Zaphiris, Panayiotis
AB  - Eyewear displays allow users to interact with virtual content displaye
d over real-world vision, in active situations like standing and walki
ng. Pointing techniques for eyewear displays have been proposed, but t
heir social acceptability, efficiency, and situation awareness remain 
to be assessed. Using a novel street-walking simulator, we conducted a
n empirical study of target acquisition while standing and walking und
er different levels of street crowdedness. We evaluated three phone-ba
sed eyewear pointing techniques: indirect touch on a touchscreen, and 
two in-air techniques using relative device rotations around forward a
nd a downward axes. Direct touch on a phone, without eyewear, was used
 as a control condition. Results showed that indirect touch was the mo
st efficient and socially acceptable technique, and that in-air pointi
ng was inefficient when walking. Interestingly, the eyewear displays d
id not improve situation awareness compared to the control condition. 
We discuss implications for eyewear interaction design.
AU  - Roy, Quentin
AU  - Zakaria, Camellia
AU  - Perrault, Simon T.
AU  - Nancel, Mathieu
AU  - Kim, Wonjung
AU  - Misra, Archan
AU  - Cockburn, Andy
C3  - Human-Computer Interaction 2019
DA  - 2019/9//
C2  - 2019
DO  - 10.1007/978-3-030-29387-1_36
ID  - Roy2019_eyewear_poin
PB  - Springer International Publishing
SN  - 978-3-030-29387-1
SP  - 625-646
TI  - A Comparative Study of Pointing Techniques for Eyewear Using a Simulat
ed Pedestrian Environment
ER  - 
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