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How Do Users Regulate Interaction Behaviors While Performing a Drag-and-Drop Task in a Virtual Reality Environment?

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dc.contributor.authorCha, Min Chul-
dc.contributor.authorLim, Chae Heon-
dc.contributor.authorKim, Young Woo-
dc.contributor.authorYoon, Sol Hee-
dc.contributor.authorLee, Seul Chan-
dc.date.accessioned2024-05-01T06:00:26Z-
dc.date.available2024-05-01T06:00:26Z-
dc.date.issued2024-04-
dc.identifier.issn1044-7318-
dc.identifier.issn1532-7590-
dc.identifier.urihttps://scholarworks.bwise.kr/erica/handle/2021.sw.erica/118902-
dc.description.abstractIn virtual reality (VR) environments, users interact with objects using mid-air gestures; drag-and-drop (DND) is one of the most frequently performed tasks. However, few studies have considered the characteristics of VR and the interaction behavior of DND. This study aimed to investigate the interaction behavior of DND in a VR environment using the Oculus Quest 2 system by controlling the target width, movement amplitude, and movement direction. A DND task in VR has three phases: acceleration, deceleration, and correction. We observed that the target width, movement amplitude, and movement direction had a significant effect on the three phases of DND behavior. The effects were different for each behavioral phase, and an in-depth interaction analysis was conducted through the segmentation of behavior and consideration of vertical movement. These findings can contribute to the evaluation of work performance and interaction correction techniques in VR environments.-
dc.format.extent10-
dc.language영어-
dc.language.isoENG-
dc.publisherLawrence Erlbaum Associates Inc.-
dc.titleHow Do Users Regulate Interaction Behaviors While Performing a Drag-and-Drop Task in a Virtual Reality Environment?-
dc.typeArticle-
dc.publisher.location미국-
dc.identifier.doi10.1080/10447318.2024.2342085-
dc.identifier.scopusid2-s2.0-85191154204-
dc.identifier.wosid001206076100001-
dc.identifier.bibliographicCitationInternational Journal of Human-Computer Interaction, v.41, no.7, pp 1 - 10-
dc.citation.titleInternational Journal of Human-Computer Interaction-
dc.citation.volume41-
dc.citation.number7-
dc.citation.startPage1-
dc.citation.endPage10-
dc.type.docTypeArticle; Early Access-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaEngineering-
dc.relation.journalWebOfScienceCategoryComputer Science, Cybernetics-
dc.relation.journalWebOfScienceCategoryErgonomics-
dc.subject.keywordPlusTRAJECTORIES-
dc.subject.keywordPlusOBJECTS-
dc.subject.keywordAuthorVirtual reality-
dc.subject.keywordAuthordrag-and-drop-
dc.subject.keywordAuthorFitts' law-
dc.subject.keywordAuthorinteraction behavior-
dc.subject.keywordAuthorbehavior segmentation-
dc.identifier.urlhttps://www.tandfonline.com/doi/full/10.1080/10447318.2024.2342085-
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ERICA 소프트웨어융합대학 (SCHOOL OF MEDIA, CULTURE, AND DESIGN TECHNOLOGY)
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