Detection Thresholds for Replay and Real-Time Discrepancies in VR Hand Redirection

Kiyu Tanaka;Takuto Nakamura;Keigo Matsumoto;Hideaki Kuzuoka;Takuji Narumi
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Abstract

Hand redirection, which subtly adjusts a user's hand movements in a virtual environment, can modify perception and movement by providing real-time corrections to motor feedback. In the context of motor learning and rehabilitation, observing replays of movements has been shown to enhance motor function. The application of hand redirection to these replays by making movements appear larger or smaller than they actually are has the potential to improve motor function. However, the detection threshold for hand redirection, specifically in the context of motion replays, remains unclear, as it has primarily been studied in real-time feedback settings. This study aims to determine the threshold at which hand redirection during post-exercise replay sessions becomes detectable. We conducted two psychophysical experiments to evaluate how much discrepancy between replayed and actual movements can go unnoticed by users, both with hand redirection (N=20) and without (N=18). Our findings reveal a tendency for the amount of movement during replay to be underestimated. Furthermore, compared to conventional real-time hand redirection without replay, replay manipulations involving redirection applied during the preceding reaching task resulted in a significantly larger JND. These insights are crucial for leveraging hand redirection techniques in replay-based motor learning applications.
VR手重定向中重播和实时差异的检测阈值。
手部重定向,在虚拟环境中巧妙地调整用户的手部运动,可以通过对运动反馈提供实时修正来改变感知和运动。在运动学习和康复的背景下,观察运动回放已被证明可以增强运动功能。通过使动作看起来比实际更大或更小,将手重定向应用于这些重放,有可能改善运动功能。然而,手重定向的检测阈值,特别是在运动回放的背景下,仍然不清楚,因为它主要是在实时反馈设置中研究的。本研究旨在确定运动后重放过程中手重定向被检测到的阈值。我们进行了两项心理物理实验,以评估在使用手重定向(N=20)和不使用手重定向(N=18)的情况下,重放和实际动作之间的差异会被用户忽视多少。我们的研究结果表明,在回放过程中,运动的数量有被低估的趋势。此外,与传统的无重放的实时手重定向相比,在前一个到达任务中应用重定向的重放操作导致了更大的JND。这些见解对于在基于重放的运动学习应用中利用手部重定向技术至关重要。
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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