Literature DB >> 28395855

Assessing the use of immersive virtual reality, mouse and touchscreen in pointing and dragging-and-dropping tasks among young, middle-aged and older adults.

Jiayin Chen1, Calvin Or2.   

Abstract

This study assessed the use of an immersive virtual reality (VR), a mouse and a touchscreen for one-directional pointing, multi-directional pointing, and dragging-and-dropping tasks involving targets of smaller and larger widths by young (n = 18; 18-30 years), middle-aged (n = 18; 40-55 years) and older adults (n = 18; 65-75 years). A three-way, mixed-factorial design was used for data collection. The dependent variables were the movement time required and the error rate. Our main findings were that the participants took more time and made more errors in using the VR input interface than in using the mouse or the touchscreen. This pattern applied in all three age groups in all tasks, except for multi-directional pointing with a larger target width among the older group. Overall, older adults took longer to complete the tasks and made more errors than young or middle-aged adults. Larger target widths yielded shorter movement times and lower error rates in pointing tasks, but larger targets yielded higher rates of error in dragging-and-dropping tasks. Our study indicated that any other virtual environments that are similar to those we tested may be more suitable for displaying scenes than for manipulating objects that are small and require fine control. Although interacting with VR is relatively difficult, especially for older adults, there is still potential for older adults to adapt to that interface. Furthermore, adjusting the width of objects according to the type of manipulation required might be an effective way to promote performance.
Copyright © 2017 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Human-computer interaction; Older adults; Virtual reality

Mesh:

Year:  2017        PMID: 28395855     DOI: 10.1016/j.apergo.2017.03.013

Source DB:  PubMed          Journal:  Appl Ergon        ISSN: 0003-6870            Impact factor:   3.661


  4 in total

Review 1.  Effects of technology-supported exercise programs on the knee pain, physical function, and quality of life of individuals with knee osteoarthritis and/or chronic knee pain: A systematic review and meta-analysis of randomized controlled trials.

Authors:  Tianrong Chen; Calvin Kalun Or; Jiayin Chen
Journal:  J Am Med Inform Assoc       Date:  2021-02-15       Impact factor: 4.497

2.  Influence of body visualization in VR during the execution of motoric tasks in different age groups.

Authors:  Stefan Pastel; Katharina Petri; Dan Bürger; Hendrik Marschal; Chien-Hsi Chen; Kerstin Witte
Journal:  PLoS One       Date:  2022-01-25       Impact factor: 3.240

Review 3.  Effectiveness of Using Virtual Reality-Supported Exercise Therapy for Upper Extremity Motor Rehabilitation in Patients With Stroke: Systematic Review and Meta-analysis of Randomized Controlled Trials.

Authors:  Jiayin Chen; Calvin Kalun Or; Tianrong Chen
Journal:  J Med Internet Res       Date:  2022-06-20       Impact factor: 7.076

4.  The accuracy of the frontal extent in stereoscopic environments: A comparison of direct selection and virtual cursor techniques.

Authors:  Chiuhsiang Joe Lin; Dino Caesaron; Bereket Haile Woldegiorgis
Journal:  PLoS One       Date:  2019-09-23       Impact factor: 3.240

  4 in total

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