Analysis of Detection Thresholds for Hand Redirection during Mid-Air Interactions in Virtual Reality

Judith Hartfill, Jenny Gabel, Lucie Kruse, S. Schmidt, Kevin Riebandt, Simone Kühn, Frank Steinicke
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引用次数: 9

Abstract

Avatars in virtual reality (VR) with fully articulated hands enable users to naturally interact with the virtual environment (VE). Interactions are often performed in a one-to-one mapping between the movements of the user’s real body, for instance, the hands, and the displayed body of the avatar. However, VR also allows manipulating this mapping to introduce non-isomorphic techniques. In this context, research on manipulations of virtual hand movements typically focuses on increasing the user’s interaction space to improve the overall efficiency of hand-based interactions. In this paper, we investigate a hand retargeting method for decelerated hand movements. With this technique, users need to perform larger movements to reach for an object in the VE, which can be utilized, for example, in therapeutic applications. If these gain-based redirections of virtual hand movements are small enough, users become unable to reliably detect them due to the dominance of the visual sense. In a psychophysical experiment, we analyzed detection thresholds for six different motion paths in mid-air for both hands. We found significantly different detection thresholds between movement directions on each spatial axis. To verify our findings, we applied the identified gains in a playful application in a confirmatory study.
虚拟现实中空中交互中手部重定向检测阈值分析
虚拟现实(VR)中的虚拟化身具有完全铰接的手,使用户能够自然地与虚拟环境(VE)进行交互。交互通常是在用户真实身体(例如,手)和虚拟角色的显示身体之间的一对一映射中进行的。然而,VR也允许操纵这种映射来引入非同构技术。在此背景下,对虚拟手动作操作的研究通常侧重于增加用户的交互空间,以提高基于手的交互的整体效率。本文研究了一种针对手部减速运动的手部重瞄准方法。使用这种技术,用户需要进行更大的运动来达到VE中的物体,这可以用于例如治疗应用。如果这些基于增益的虚拟手运动的重定向足够小,用户就无法可靠地检测到它们,因为视觉感觉占主导地位。在一项心理物理实验中,我们分析了双手在半空中六种不同运动路径的检测阈值。我们发现在每个空间轴上不同运动方向的检测阈值存在显著差异。为了验证我们的发现,我们在一项验证性研究中应用了一个好玩的应用程序中确定的收益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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