Virtual Grasping Feedback and Virtual Hand Ownership

Ryan Canales, Aline Normoyle, Yu Sun, Yuting Ye, Massimiliano Di Luca, S. Jörg
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引用次数: 27

Abstract

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.
虚拟抓取反馈和虚拟手所有权
在这项工作中,我们研究了不同的可视化对虚拟现实(VR)操作任务的影响。如果没有现实世界的触觉反馈,在VR中抓取可能会导致与虚拟物体的交叉。由于人们在感知碰撞时高度敏感,因此避免交叉和想象非碰撞的手部动作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-本体感觉差异,必须谨慎使用。此外,在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何时发生了抓取。这种性能下降可以通过适当的视觉反馈来弥补。在本研究中,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。三种技术显示跟踪手(有或没有抓取反馈),即使它与被抓取的物体相交。另外三种技术显示的手与物体没有交集,称为外手,模拟现实世界的互动。一种可视化是两组之间的折衷,显示了主要的外手和次要的跟踪手。最后,在最后的可视化中,手在抓取活动中消失了。在一项实验中,用户对每种反馈技术执行拾取任务。我们使用高保真的基于标记的手部跟踪来实时控制虚拟的手。我们发现跟踪的手视觉效果更好,然而,外部的手视觉效果更好。我们还发现,有迹象表明,外部手可视化的所有权更高。
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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