Analysis of Medium Wrap Freehand Virtual Object Grasping in Exocentric Mixed Reality

Maadh Al Kalbani, Ian Williams, Maite Frutos Pascual
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引用次数: 18

Abstract

This article presents an analysis into the accuracy and problems of freehand grasping in exocentric Mixed Reality (MR). We report on two experiments (1710 grasps) which quantify the influence different virtual object shape, size and position has on the most common physical grasp, a medium wrap. We propose two methods for grasp measurement, namely, the Grasp Aperture (GAp) and Grasp Displacement (GDisp). Controlled laboratory conditions are used where 30 right-handed participants attempt to recreate a medium wrap grasp. We present a comprehensive statistical analysis of the results giving pairwise comparisons of all conditions under test. The results illustrate that user Grasp Aperture varies less than expected in comparison to the variation of virtual object size, with common aperture sizes found. Regarding the position of the virtual object, depth estimation is often mismatched due to under judgement of the z position and x, y displacement has common patterns. Results from this work can be applied to aid in the development of freehand grasping and considered as the first study into accuracy of freehand grasping in MR, provide a starting point for future interaction design.
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外心混合现实中中缠绕徒手虚拟物体抓取分析
本文分析了外心混合现实(MR)中徒手抓取的精度及其存在的问题。我们报告了两个实验(1710抓握),量化了不同的虚拟对象形状、大小和位置对最常见的物理抓握(中等包裹)的影响。我们提出了两种抓握测量方法,即抓握孔径(GAp)和抓握位移(GDisp)。在受控的实验室条件下,30名右撇子参与者试图重新创造一个中等包裹的抓握。我们提出了一个全面的统计分析的结果给出两两比较所有条件下的测试。结果表明,与虚拟物体尺寸的变化相比,用户抓取孔径的变化小于预期,发现了常见的孔径大小。对于虚拟物体的位置,由于对z位置和x、y位置的判断不足,深度估计往往不匹配。这项工作的结果可以应用于帮助开发徒手抓取,并被认为是MR中徒手抓取精度的第一个研究,为未来的交互设计提供了一个起点。
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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