A two-factor within-subjects experiment was designed to test the interaction efficiency. This experiment was validated by the Tianjin University Ethics Committee.
4.1 Participants
Thirty-five participants were invited to join the experiment, including 17 males and 18 females. They were between 20 and 30 years old (M=22.6571, SD=1.45406), and all had normal vision or corrected vision and were right-handed. Before the experiment, all participants were required to read the written introduction to the study, sign the informed consent form, and complete the background information questionnaire.
4.2 Equipment and settings
The VR device used in the experiment was the Oculus Quest 2 glasses, with a display resolution of 4K, a monocular resolution of 1832 x 1920, and a display refresh rate of 90Hz (Fig. 1). The experimental materials were played using the VR device. To record the participants’ actions using the VR glasses, the VR eyes were connected to a laptop using a USB3.0 linked to a Type-C data cable, allowing experimenters to record the time taken for each action in the VR environment.
The experiment was conducted in a quiet indoor room, with a comfortable chair set up for participants to finish tasks while sitting. The seat height could not be adjusted. Participants were required to use their left hands to operate the joystick, to reduce errors caused by differing levels of familiarity with VR devices. After wearing VR glasses, participants could see a laser emitted along the central axis of the joystick from the VR space(Fig. 2).
4.3 Experimental stimuli
The experimental procedure was developed using the Unreal Engine 4 (UE4) software. During the experiment, information was presented on an arc-shaped interface positioned approximately 65 cm in front of the participants. This interface was divided into four areas during the experiment, labeled as “area 0,” “area 1,” “area 2,” and “area 3” (top-left, top-right, bottom-right, and bottom-left). These areas were symmetrical centered on the center of the screen. If we take the top-left area as an example, its base was located 20 cm from the center point, and its side was located 30 cm from the center point of the field of view. Buttons were placed in each area, with a rounded rectangular shape and dimensions of 8x8 cm. Based on the results of the pre-experiment, the number of buttons in each area was set to six. The experimental target was presented in the central area of the field of view, and before the experiment began, it was covered by a 12x12 cm blue square button. During the experiment, participants were required to search for the central character in each of the four regions. To distinguish between practicing session and formal experiments session, numerical targets were used in the practicing phase, while alphabetical targets were used in the formal experimental phase. The order of the letters was randomized during the experiment to avoid any influence on experimental results due to participants’ familiarity with the alphabet(Fig. 3).
4.4 Experimental procedure
During the experiment, participants were required to aim the laser at the character they were to select, and then use their non-dominant hand to press the physical button on the joystick to complete the selection operation. They needed to search and select as quickly as possible, and the interface did not automatically move forward unless the participant had completed the task. To ensure that participants started each task from the same starting point, they were first asked to control the joystick to select the blue block located in the central area when each task started. They were able to search and select the target character only after the blue block disappeared. The system then measured the time from the initial selection of the blue block to the selection of the target character. The system feedbacked audibly to the participant to tell them that they had clicked correctly and should proceed to the next task when the selected character was the same as the target one. Otherwise, the system would make a sound to prompt a wrong selection, and the participant needed to continue selecting characters until they made the correct selection. After each search and selection, a cross appeared in the center of the screen for only one second to eliminate the impact of the current task on the next.
Participants were required to join the experiment in both standing and sitting postures (Fig. 4). They were tested randomly. Before the test started, the experimenter introduced the basic requirements to each participant. The participant was guided to sit upright in the designated position, with eyes looking straight ahead, then given VR glasses, which were adjusted until the objects within the field of view were clear. The participant then learned the basic operation introductions. After participants were instructed in the basic operating method, a set of five tasks were used as practice before the formal experiment, and numbers were used in place of letters to avoid affecting the formal experiment. After the practice session, the participant moved to the sitting round of the formal experiment, where they were first required to complete 50 letters’ worth of task searches and selections in a sitting posture. After 50 tasks in the sitting round, the participant was reminded by text and sound prompts that this round was completed and he/she could take off the VR glasses to have five minutes’ rest. After the break, the standing round commenced, where the participant was required to stand at a designated position and re-fit their VR glasses, continuing with 50 letters’ worth of task searches and selections. Upon completion of the 50 standing task rounds, participants were reminded by text and sound indicating that the whole experiment had ended. Lastly, a brief interview was conducted with the participants to understand their feelings when interacting with different areas in different postures. The entire experiment lasted for about 20 minutes (Fig. 5).
Ultimately, a total of 31 valid datasets were obtained, automatically recorded by the program. The other four data sets were deleted due to significant differences in mean reaction times compared to the other data. The experimental data were analyzed using IBM’s SPSS 26 software. First, outliers were removed from the data, and the mean duration of each participant in different postures to search for targets located at various orientations was calculated. Subsequently, a two-way analysis of variance (ANOVA) was used to examine the influence of posture and orientation factors on the time taken for search–selection tasks.