TY - CPAPER KW - realistic simulation KW - readability KW - Virtual Reality KW - magnification KW - usability KW - head-mounted display AU - Lars Knaack AU - Ann-Karolin Lache AU - Oliver Preikszas AU - Sascha Reinhold AU - Michael Teistler AB - The resolution of current head-mounted displays leads to poor readability of text inrealistic virtual reality (VR) simulations. This results in unnatural user behavior. Here, three approaches for improving the readability of text in VR have been investigated:1) constantly magnifying a part of the screen (version "lens"), 2) magnifying sceneelements such as signs depending on the gaze direction (version "magnify") and3) augmenting the scene by adding floating texts (version "AR"). These approaches havebeen implemented as prototypes and tested by twelve users, using a virtual supermarketas an exemplary VR scene. The participants filled out a questionnaire, rating theirexperience with the different approaches. Additionally, the time required for readinggiven texts (price tags) has been measured and compared for each approach. With theAR version, the reading time was significantly shorter than the reading time without anyaids. The other versions offered no advantages. The AR version was also rated best in thequalitative evaluation. However, the other versions offer potential for improvement, which can be addressed in future research. BT - Proceedings of Mensch Und Computer 2019 CY - New York, NY, USA DO - 10.1145/3340764.3344902 N2 - The resolution of current head-mounted displays leads to poor readability of text inrealistic virtual reality (VR) simulations. This results in unnatural user behavior. Here, three approaches for improving the readability of text in VR have been investigated:1) constantly magnifying a part of the screen (version "lens"), 2) magnifying sceneelements such as signs depending on the gaze direction (version "magnify") and3) augmenting the scene by adding floating texts (version "AR"). These approaches havebeen implemented as prototypes and tested by twelve users, using a virtual supermarketas an exemplary VR scene. The participants filled out a questionnaire, rating theirexperience with the different approaches. Additionally, the time required for readinggiven texts (price tags) has been measured and compared for each approach. With theAR version, the reading time was significantly shorter than the reading time without anyaids. The other versions offered no advantages. The AR version was also rated best in thequalitative evaluation. However, the other versions offer potential for improvement, which can be addressed in future research. PB - Association for Computing Machinery PP - New York, NY, USA PY - 2019 SN - 9781450371988 EP - 749–753 T2 - Proceedings of Mensch Und Computer 2019 TI - Improving Readability of Text in Realistic Virtual Reality Scenarios: Visual Magnification Without Restricting User Interactions UR - https://doi.org/10.1145/3340764.3344902 ER -