Head-mounted devices (HMDs) for Virtual and Augmented Reality (VR/AR) enable us to alter our visual perception of the world. However, current devices suffer from a limited field of view (FOV), which becomes problematic when users need to locate out of view objects (e.g., locating points-of-interest during sightseeing). To address this, we developed and evaluated in two studies HaloVR, WedgeVR, HaloAR and WedgeAR, which are inspired by usable 2D off-screen object visualization techniques (Halo, Wedge). While our techniques resulted in overall high usability, we found the choice of AR or VR impacts mean search time (VR: 2.25s, AR: 3.92s) and mean direction estimation error (VR: 21.85°, AR: 32.91°). Moreover, while adding more out-of-view objects significantly affects search time across VR and AR, direction estimation performance remains unaffected. We provide implications and discuss the challenges of designing for VR and AR HMDs.
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Kuratorium OFFIS E.V.
doi.org/10.1145/3229434.3229438
International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2018
Centrum Wiskunde & Informatica, Amsterdam, The Netherlands

Gruenefeld, U, El Ali, A, Boll, S.C.J, & Heuten, W. (2018). Beyond Halo and Wedge: Visualizing out-of-view objects on head-mounted virtual and augmented reality devices. In Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services. doi:10.1145/3229434.3229438