Reaching interactions in virtual reality: the effect of movement direction, hand dominance, and hemispace on the kinematic properties of inward and outward reaches
{"title":"Reaching interactions in virtual reality: the effect of movement direction, hand dominance, and hemispace on the kinematic properties of inward and outward reaches","authors":"Logan Clark, Mohamad El Iskandarani, Sara Riggs","doi":"10.1007/s10055-023-00930-9","DOIUrl":null,"url":null,"abstract":"<p>Recent literature has revealed that when users reach to select objects in VR, they can adapt how they move (i.e., the kinematic properties of their reaches) depending on the: (1) direction they move, (2) hand they use, and (3) side of the body where the movement occurs. In the present work, we took a more detailed look at how kinematic properties of reaching movements performed in VR change as a function of movement direction for reaches performed on each side of the body using each hand. We focused on reaches in 12 different directions that either involved moving inward (toward the body midline) or outward (away from the body midline). Twenty users reached in each direction on both left and right sides of their body, using both their dominant and non-dominant hands. The results provided a fine-grained account of how kinematic properties of virtual hand reaches change as a function of <i>movement direction</i> when users reach on either side of their body using either hand. The findings provide practitioners insights on how to interpret the kinematic properties of reaching behaviors in VR, which has applicability in emerging contexts that include detecting VR usability issues and using VR for stroke rehabilitation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"61 1","pages":""},"PeriodicalIF":4.4000,"publicationDate":"2024-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-023-00930-9","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
Recent literature has revealed that when users reach to select objects in VR, they can adapt how they move (i.e., the kinematic properties of their reaches) depending on the: (1) direction they move, (2) hand they use, and (3) side of the body where the movement occurs. In the present work, we took a more detailed look at how kinematic properties of reaching movements performed in VR change as a function of movement direction for reaches performed on each side of the body using each hand. We focused on reaches in 12 different directions that either involved moving inward (toward the body midline) or outward (away from the body midline). Twenty users reached in each direction on both left and right sides of their body, using both their dominant and non-dominant hands. The results provided a fine-grained account of how kinematic properties of virtual hand reaches change as a function of movement direction when users reach on either side of their body using either hand. The findings provide practitioners insights on how to interpret the kinematic properties of reaching behaviors in VR, which has applicability in emerging contexts that include detecting VR usability issues and using VR for stroke rehabilitation.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.