TY - GEN
T1 - Effects of virtual arm representations on interaction in virtual environments
AU - Tran, Tanh Quang
AU - Shin, Hyun Ju
AU - Stuerzlinger, Wolfgang
AU - Han, Jung Hyun
N1 - Funding Information:
This research was supported by Next-Generation Information Computing Development Program through the National Research Foundation of Korea(NRF) funded by the Ministry of Science, ICT (NRF-2017M3C4A7066316)
Publisher Copyright:
© 2017 Copyright held by the owner/author(s).
Copyright:
Copyright 2019 Elsevier B.V., All rights reserved.
PY - 2017/11/8
Y1 - 2017/11/8
N2 - Many techniques for visualization and interaction that potentially increase user performance have been studied in the growing field of virtual reality. However, the effects of virtual-arm representations on users' performance and perception in selection tasks have not been studied before. This paper presents the results of a user study of three different representations of the virtual arm: “hand only,” “hand+forearm,” and “whole arm” which includes the upper arm. In addition to the representations' effects on performance and perception in selection tasks, we investigate how the users' performance changes depending on whether collisions with objects are allowed or not. The relationship between the virtual-arm representations and the senses of agency and ownership are also explored. Overall, we found that the “whole arm” condition performed worst.
AB - Many techniques for visualization and interaction that potentially increase user performance have been studied in the growing field of virtual reality. However, the effects of virtual-arm representations on users' performance and perception in selection tasks have not been studied before. This paper presents the results of a user study of three different representations of the virtual arm: “hand only,” “hand+forearm,” and “whole arm” which includes the upper arm. In addition to the representations' effects on performance and perception in selection tasks, we investigate how the users' performance changes depending on whether collisions with objects are allowed or not. The relationship between the virtual-arm representations and the senses of agency and ownership are also explored. Overall, we found that the “whole arm” condition performed worst.
KW - 3D interaction
KW - Natural hand interaction
KW - Selection performance
KW - Virtual arm
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85038564350&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85038564350&partnerID=8YFLogxK
U2 - 10.1145/3139131.3139149
DO - 10.1145/3139131.3139149
M3 - Conference contribution
AN - SCOPUS:85038564350
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
BT - Proceedings - VRST 2017
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery
T2 - 23rd ACM Conference on Virtual Reality Software and Technology, VRST 2017
Y2 - 8 November 2017 through 10 November 2017
ER -