Virtual Grasping Feedback and Virtual Hand Ownership

Virtual Grasping Feedback and Virtual Hand Ownership
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DOI:
10.1145/3343036.3343132
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发表时间:
2019-09
期刊:
ACM Symposium on Applied Perception 2019
影响因子:
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通讯作者:
Ryan Canales;Aline Normoyle;Yu Sun;Yuting Ye;Massimiliano Di Luca;S. Jörg
Ryan Canales;Aline Normoyle;Yu Sun;Yuting Ye;Massimiliano Di Luca;S. Jörg
中科院分区:
其他
文献类型:
--
作者:
Ryan Canales;Aline Normoyle;Yu Sun;Yuting Ye;Massimiliano Di Luca;S. Jörg

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在这项工作中,我们调查了不同的可视化对虚拟现实(VR)中的操作任务的影响。如果没有真实世界的触觉反馈,在VR中抓取可能会导致与虚拟对象的相交。由于人们在感知碰撞时高度敏感,避开交叉路口并想象无碰撞的手部运动可能看起来更有吸引力。然而,纠正手或手指的位置会导致视觉和本体感觉的差异,必须谨慎使用。此外,虚拟世界中缺乏触觉反馈可能会导致动作变慢,因为用户可能不知道抓握发生的确切时间。这种降低的性能可以通过足够的视觉反馈来补救。在这项研究中,我们分析了八种不同的虚拟抓取视觉反馈技术的性能、所有权水平和用户偏好。有三种技术显示了被跟踪的手(有或没有抓住反馈),即使它与被抓住的对象相交。另外三种技术显示一只没有与对象相交的手,称为外手,模拟真实世界交互的外观。一种可视化是两组人之间的妥协,既显示了主要的外手,也显示了次要的被跟踪的手。最后,在最后一幅图中,手在抓握活动中消失了。在一项实验中,用户为每种反馈技术执行一项挑选和放置任务。我们使用基于高保真标记的手部跟踪来实时控制虚拟手。我们发现,跟踪的手部可视化效果更好,然而,外部手部可视化效果更好。我们还发现,有迹象表明,外部手的可视化拥有更高的所有权。
In this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are highly sensitive when it comes to perceiving collisions, it might look more appealing to avoid intersections and visualize non-colliding hand motions. However, correcting the position of the hand or fingers results in a visual-proprioceptive discrepancy and must be used with caution. Furthermore, the lack of haptic feedback in the virtual world might result in slower actions as a user might not know exactly when a grasp has occurred. This reduced performance could be remediated with adequate visual feedback. In this study, we analyze the performance, level of ownership, and user preference of eight different visual feedback techniques for virtual grasping. Three techniques show the tracked hand (with or without grasping feedback), even if it intersects with the grasped object. Another three techniques display a hand without intersections with the object, called outer hand, simulating the look of a real world interaction. One visualization is a compromise between the two groups, showing both a primary outer hand and a secondary tracked hand. Finally, in the last visualization the hand disappears during the grasping activity. In an experiment, users perform a pick-and-place task for each feedback technique. We use high fidelity marker-based hand tracking to control the virtual hands in real time. We found that the tracked hand visualizations result in better performance, however, the outer hand visualizations were preferred. We also find indications that ownership is higher with the outer hand visualizations.