comparison on steering angle proved that the effect of
steering angle on RC1 was higher than that of RC2
and RC3. The effect on RC2 is higher than that on
RC3. The results show that the overshoot range has
expanded as the set up threshold becomes small since
the overshoot value was higher than that of the zoom-
ing operation. We estimate that the ratio of overshoot
affected subjective workload.
Overshoot Range of Steering Right Operation.
The ANOVA showed significant main effect on steer-
ing angle (F
(2,24)
= 100.303, p < 0.01). LSD multiple
comparison on steering angle proved that the effect of
steering angle on RC1 was higher than that on RC2
and RC3, and the effct on RC2 is higher than that on
RC3. The results show that the overshoot range has
expanded as the set up threshold becomes small and
estimate that the ratio of overshoot affected subjective
workload as with the result of overshoot of steering
left operation since the steering operation has sym-
metric operation pattern.
Effect of Overshoot for Operation. Even if the
operation range includes the overshoot behavior, we
could expect that there are no significant effect on
subjective and on objective data as long as the op-
eration range work within available operation range.
However actual task includes contiguous action of
each interaction technique. For example, when a user
action frequently shifts from zooming in operation to
zooming out operation, overshoot affects start time of
next action as a delay time so that this suggest that
the delay time affects subjective view and task perfor-
mance. Moreover, in case of that the user causes er-
ror behavior, the overshoot also affects reaching time
which is a time until user reaches target zooming level
or steering direction.
7 CONCLUSIONS
The goal of this study is to find available operational
range (OOR) for low operation workload associated
with zooming and steering action using the Wii Re-
mote. We investigated actual operation pattern and
carried out and experiment which mixed zooming and
steering operation. We found no effect of zooming
angle combinations and steering angle combinations
as for the zooming operation. However, steering an-
gle combination affected the result of physical de-
mand and performance. We found no significant ef-
fect on the completion time for all conditions. How-
ever, we observed overshoot values for steering oper-
ation higher than that of the zooming operation. We
believe that this result affect the physical demand and
performance workload. Moreover, we found that the
overshoot range has expanded as the set up threshold
becomes small. As a result from the subjective and
performance data, we defined the OOR: for zooming
operation is between -15
◦
and 45
◦
, and for steering op-
eration is between -30
◦
and 30
◦
. As future work will
will try to improve the OOR by considering feedback
information.
REFERENCES
Adobe (1996). Adobe flash. http://www.adobe.com/
products/flash/.
Basdogan, C., Chih-hao, H., and Srinivasan, M. A. (2001).
Virtual environments for medical training:graphical
and haptic simulation of laparoscopic common bile
duct exploration. In IEEE/ASME Transactions on
mechatronics, Vol.6, No.3 .
Duran, L., Fernandez-Carmona, M., Urdiales, C., Peula,
J. M., and Sandoval, F. (2009). Conventional joy-
stick vs. wiimote for holonomic wheelchair control.
In IWANN ’09 Proceedings of the 10th International
Work-Conference on Artificial Neural Networks.
Fikkert, W., Hoeijmakers, N. van der Vet, P., and Nijholt, A.
(2009). Navigating a maze with balance board and-
wiimote. In 3rd International Conference on Intelli-
gent Technologies for Interactive Entertainment (IN-
TETAIN 09).
Google (2005). Google maps api for flash. http://code.
google.com/intl/en/apis/maps/documentation/flash/3d-
maps.html.
Johnson, A., Moher, T., Ohlsson, S., and Leigh, J.
(2001). Exploring multiple representations in ele-
mentary school science education. In Virtual Reality,
2001. Proceedings. IEEE.
Mignonneauand, L. and Sommerer, C. (2005). Designing
emotional, metaphoric, natural and intuitive interfaces
for interactive art, edutainment and mobile communi-
cations. In Computers & Graphics 29, p.p837851.
Polys, N. F. (2007). Parallel realities? the requirements of
web3d and immersive vr. In IEEE VR Workshop 2007:
Future Standards for Immersive VR.
Schlomer, T., Poppinga, B., Henze, N., and Boll, S. (2008).
Gesture recognition with a wii controller. In Proc.
of the 2nd International Conference on Tangible and
Embedded Interaction (TEIf 08).
Sines, P. and Das, B. (2001). Vrsemlab: A low cost virtual
reality system to illustrate complex concepts involving
spatial relationships. In Vol.5, No. 1, The International
Journal of Virtual Reality.
Unity (2010). Unity. http://www.unity3d.com.
GRAPP 2011 - International Conference on Computer Graphics Theory and Applications
338