Challenges of controlling the rotation of virtual objects with variable grip using force-feedback gloves

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-10-09 DOI:10.3389/frvir.2023.1190426
Michael Bonfert, Maiko Hübinger, Rainer Malaka
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Abstract

Some virtual reality (VR) applications require true-to-life object manipulation, such as for training or teleoperation. We investigate an interaction technique that replicates the variable grip strength applied to a held object when using force-feedback gloves in VR. We map the exerted finger pressure to the rotational freedom of the virtual object. With a firm grip, the object’s orientation is fixed to the hand. With a loose grip, the user can allow the object to rotate freely within the hand. A user study ( N = 21) showed how challenging it was for participants to control the object’s rotation with our prototype employing the SenseGlove DK1. Despite high action fidelity, the grip variability led to poorer performance and increased task load compared to the default fixed rotation. We suspect low haptic fidelity as an explanation as only kinesthetic forces but no cutaneous cues are rendered. We discuss the system design limitations and how to overcome them in future haptic interfaces for physics-based multi-finger object manipulation.
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使用力反馈手套控制具有可变握持的虚拟物体旋转的挑战
一些虚拟现实(VR)应用程序需要逼真的对象操作,例如用于培训或远程操作。我们研究了一种交互技术,该技术复制了在VR中使用力反馈手套时应用于持有对象的可变握力。我们将手指施加的压力映射到虚拟物体的旋转自由度。握紧后,物体的方向就固定在手上。松开握持,用户可以让物体在手中自由旋转。一项用户研究(N = 21)表明,参与者使用我们的SenseGlove DK1原型来控制物体的旋转是多么具有挑战性。尽管动作保真度很高,但与默认的固定旋转相比,握持可变性导致性能更差,任务负载增加。我们怀疑低触觉保真度是一个解释,因为只有动觉力而没有皮肤提示。我们讨论了系统设计的局限性,以及如何在未来基于物理的多指对象操作的触觉界面中克服它们。
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来源期刊
CiteScore
5.80
自引率
0.00%
发文量
0
审稿时长
13 weeks
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