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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Target Pointing in 3D User Interfaces</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Robert J. Teather</string-name>
          <email>rteather@cse.yorku.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Stuerzlinger</string-name>
          <email>wolfgang@cse.yorku.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Computer Science &amp; Engineering, York University</institution>
          ,
          <addr-line>Toronto</addr-line>
        </aff>
      </contrib-group>
      <fpage>20</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>We present two studies using ISO 9241-9 to evaluate target pointing in two different 3D user interfaces. The first study was conducted in a CAVE, and used the standard tapping task to evaluate passive haptic feedback. Passive feedback increased throughput significantly, but not speed or accuracy alone. The second experiment used a fish tank VR system, and compared tapping targets presented at varying heights stereoscopically displayed at or above the surface of a horizontal screen. The results indicate that targets presented closer to the physical display surface are generally easier to hit than those displayed farther away from the screen.</p>
      </abstract>
      <kwd-group>
        <kwd>Target selection</kwd>
        <kwd>pointing</kwd>
        <kwd>tapping</kwd>
        <kwd>virtual reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Target pointing is a fundamental task in computer interfaces, and
is a basis for direct manipulation interfaces. The WIMP interface
paradigm (Windows, Icons, Menus and Pointing device) is a good
example, as virtually all operations are accessible by pointing the
cursor at interface widgets. Pointing in 2D interfaces has received
a great deal of attention and is well modeled by Fitts’ law [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>Pointing is also required in 3D direct manipulation interfaces,
but elementary 3D pointing tasks have not received the same
attention. Few attempts have been made to model 3D pointing
tasks. Most research in virtual object selection and manipulation
instead focuses on high-level techniques. Experimental designs
vary between studies, thus it is difficult to generalize findings.</p>
      <p>
        The ISO 9241 standard part 9 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] describes a method for
evaluating pointing devices. It is based on Fitts' law and
ultimately computes throughput, which represents information
capacity (in bits per second), which enables direct comparison
between devices. We propose using this standard for 3D pointing,
too. There have been few, if any, previous attempts to employ this
methodology in evaluating 3D input devices. We examine some
of the issues in extending the standard for use in 3D user
interfaces in the context of the two experiments described below.
      </p>
    </sec>
    <sec id="sec-2">
      <title>TARGET POINTING</title>
      <p>
        The VR community has studied target pointing, i.e., object
selection, extensively [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref5 ref7 ref9">1-3, 5, 7, 9</xref>
        ]. Yet, elementary pointing tasks
have not been formalized or modeled as well as in the 2D user
interface domain. Most VR object selection techniques are based
on either ray casting or virtual hand metaphors. Ray-based
techniques cast a virtual ray into the scene from the user’s hand,
finger, or cursor and selects objects hit by this ray. The virtual
hand metaphor requires users to intersect their hand representation
with objects. Both paradigms use rapid aimed movement, as
modeled by Fitts’ law [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]:
      </p>
      <p>MT = a + b ⋅ ID ,
⎛ A
where ID = log2 ⎜
⎝ W</p>
      <p>⎞
+ 1⎟
⎠
(1)
MT is the movement time, and a and b are determined via linear
regression for a given technique. ID is the index of difficulty (in
bits). A is the movement distance, and W is the target width. ID
represents the task difficulty based on the target size and distance.
Hence, small, far targets are harder to hit than large, near targets.</p>
      <p>
        ISO 9241-9 employs a standardized pointing task (Figure 1)
based on Fitts’ law [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The standard uses throughput (TP) as a
primary characteristic of pointing devices [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], which is given in
bits per second as:
      </p>
      <p>TP = IDe ,</p>
      <p>MT
where IDe =</p>
      <p>Ae
We (2)
where IDe is the effective index of difficulty, and MT is the
measured average movement time for a given condition. IDe uses
effective scores to account for the tasks users really performed, as
opposed to presented task. Effective width is defined as:</p>
      <p>We = 4.133 ⋅ SDx (3)
where SDx is the standard deviation of the over/under-shoot
projected on to the task axis (line between targets) for a given
condition and Ae is the averaged actual movement distance.</p>
      <p>
        Throughput incorporates both speed and accuracy and is
unaffected by speed-accuracy trade-offs [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. It may also account
for device noise common to 3D tracking technology [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>PASSIVE HAPTIC FEEDBACK STUDY</title>
      <p>It is generally accepted that haptic feedback improves the
usability of immersive virtual environments. The goal of this
study was to determine if throughput would elicit this effect in a
3D pointing task based on to the ISO 9241-9 task.</p>
      <p>Twelve participants took part in the study. The study was
conducted in a 6-sided CAVE, using an Intersense IS-900 tracked
stylus as the input device. Participants’ heads were positioned on
a headrest to ensure consistency. Thirteen spherical targets were
stereoscopically presented 0.3 m in front of the participants,
arranged in a vertically oriented circle. Passive haptic feedback
was provided by co-locating a transparent plastic panel with the
targets. The target positions conformed to the ISO task (Figure 1).
Participants were instructed to click the highlighted target as
quickly and accurately as possible. Figure 2 depicts the setup.</p>
      <p>The experiment employed a 2 × 3 × 3 × 3 within-subjects
design. The independent variables were haptic feedback (present
or absent), target size (sphere diameter 2.8 cm, 4.0 cm, and 5.2
cm), distance between targets (circle diameter 22 cm, 27 cm, and
32 cm), and block (1 to 3). The dependent variables were
movement time (ms), error rate (percent), and throughput (bps).
Results were analyzed with repeated measures ANOVA.</p>
      <p>The average movement time was 1.60 s (SD 1.17) without
haptic feedback and 1.59 s (SD 0.99) with haptic feedback. The
difference was not significant (F1,11 = 0.04, ns). The average error
rate without haptic feedback was 13.3% (SD 7%). With haptic
feedback, it was 11.1% (SD 6%). This difference was also not
significant (F1,11 = 0.69, ns). However, throughput, which
incorporates both speed and accuracy, was significantly different
between conditions (F1,11 = 6.47, p &lt; .05). The throughput
without haptic feedback was 2.37 bps (SD 0.74), and haptic
feedback increased it to 2.56 bps (SD 0.76).
4</p>
    </sec>
    <sec id="sec-4">
      <title>FISH TANK VR STUDY</title>
      <p>
        VR systems often use stereo graphics to project targets in front of,
or behind, the display surface [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref7">1-3, 7</xref>
        ]. Unlike volumetric displays
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], these displays introduce conflicts between the vergence and
accommodation depth cues. The goal of this study was to evaluate
the effect of these conflicts with the ISO 9241-9 task and also to
compare the standard 2D tapping task with pointing in 3D space.
      </p>
      <p>Twelve paid participants took part in the study. All had normal
or corrected vision, and could perceive stereo depth. The study
used a fish tank VR system consisting of a CRT monitor
positioned horizontally, and a stylus tracked by a NaturalPoint
OptiTrack tracker. The participants’ heads were tracked using the
same system, and the virtual camera position was coupled to the
head position. Targets were stereoscopically presented either at
the surface of the screen, i.e., without disparity, or at varying
heights above the screen surface. Target height did not vary
within a set of targets. Targets were on top of cylinders and
textures were used to enhance depth perception. Participants were
asked to click the highlighted target disk as quickly and accurately
as possible. Figure 3 depicts the task and setup.</p>
      <p>The grand mean movement time was 1053 ms. There was a
significant main effect for target height (F3,11 = 7.34, p &lt; .001)
and block number (F3,11 = 24.8, p &lt; .0001) on movement time.
Higher targets took longer to hit than those at or near the screen.
The overall error rate was 14.3%. There was no significant
difference in error rate for repetition (F3,11 = 0.90, ns), or target
height (F3,11 = 0.14, ns). The mean throughput was 4.77 bps.
There was a significant main effect for target height (F3,11 = 8.17,
p &lt; .0005) and block (F2,11 = 48.13, p &lt; .0001) on throughput.
Linear regression of MT on ID indicates that Fitts’ law best
modeled movements at the surface of the screen (R2 = 0.88),
possibly due to the presence of haptic feedback there. Conversely,
the 5 cm height was worst modeled by Fitts’ law (R2 = 0.75).</p>
    </sec>
    <sec id="sec-5">
      <title>CONCLUSION</title>
      <p>We presented two studies evaluating 3D motions using variations
on the ISO 9241-9 standard pointing task. The results of the first
study indicate that passive haptics significantly improved pointing
throughput. Throughput also helped elicit differences between
conditions that were not detectable with standard speed or
accuracy measures. The results of the second study indicate that
pointing at targets presented stereoscopically above a display
surface tends to be harder than pointing at targets presented near
or at that surface. Increasing target height also degraded the
correlation between movement time and task difficulty in Fitts’
tapping tasks.</p>
    </sec>
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