Chiuhsiang Joe Lin
National Taiwan University of Science and Technology

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Evaluating Direct Pointing and Indirect Cursor Interactions with Fitts' Law in Stereoscopic Environments Dino Caesaron; Chiuhsiang Joe Lin; Ilma Mufidah; Anastasia Febiyani
Journal of Engineering and Technological Sciences Vol. 54 No. 1 (2022)
Publisher : Institute for Research and Community Services, Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.eng.technol.sci.2022.54.1.6

Abstract

The development of virtual environment research has reached the stage of human interaction with three-dimensional (3D) objects. In this study, Fitts' method was used to such interaction techniques in virtual environment, and the Fitts' law applicability in 3D virtual environment was also considered. The experiment included two modes of interaction: direct interaction and indirect interaction that utilize different techniques depending on how users interact with 3D objects. Both interaction techniques were conducted in three indexes of difficulties and three egocentric target distances (a distance from participant to target). Movement time and throughput were measured for each interaction technique. The results show that the direct pointing technique is more efficient for interaction with the targets close to the participant, while the indirect cursor technique may be a viable option for targets further away from participant. Throughputs were found to be significantly higher for the direct pointing technique compared to the indirect cursor technique. The results of the mean movement time were highly correlated with the targets' index of difficulty for all interaction techniques, supporting evidence that Fitts' law can be applied to the interactions in 3D virtual environment. Based on the results, developers of VE application may relate to these findings in designing proper users' interactions.
Human Performance and Cybersickness Evaluation of Mixed Reality Device for Immersive Assembly Simulation Training: A Case Study of Microsoft Hololens 2 Reza Aulia Akbar; Chiuhsiang Joe Lin; Retno Widyaningrum; Adithya Sudiarno; Maria Anityasari
JMES: The International Journal of Mechanical Engineering and Sciences Vol 9 No 1 (2025)
Publisher : Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j25807471.v9i1.22480

Abstract

A Mixed Reality device is a new technology that provides immersive training experiences. One of the mixed reality technology with high immersion, high interaction, and high information is Microsoft Hololens 2. Smart glasses are classified as OST-HMDs (Optical See-Through Head-Mounted Displays), which display augmented objects in a mixed-reality environment. The use of HMDs can cause cybersickness symptoms that users feel. This study aims to assess the human performance and cybersickness of Hololens 2 for immersive training. The training object was an augmented assembly engine comprising six parts. Using Hololens 2 as an assembly simulator training, participants experienced a significant increase in performance and learning rate with minor errors. Hololens 2 produces light symptoms that the user perceives as general discomfort, fatigue, difficulty focusing, sweating, difficulty concentrating, and blurred vision. However, Hololens 2 experienced negligible symptoms based on the cybersickness factor: Nausea (3.98), Oculomotor (6.32), and Disorientation (2.32). Based on the SSQ scoring matrix assessment, Hololens 2 obtained an SSQ score of 4.48, which is classified as a minor symptom of cybersickness.