skip to main content


Title: Over My Hand: Using a Personalized Hand in VR to Improve Object Size Estimation, Body Ownership, and Presence
Best Paper Award. When estimating the distance or size of an object in the real world, we often use our own body as a metric; this strategy is called body-based scaling. However, object size estimation in a virtual environment presented via a head-mounted display differs from the physical world due to technical limitations such as narrow field of view and low fidelity of the virtual body when compared to one's real body. In this paper, we focus on increasing the fidelity of a participant's body representation in virtual environments with a personalized hand using personalized characteristics and a visually faithful augmented virtuality approach. To investigate the impact of the personalized hand, we compared it against a generic virtual hand and measured effects on virtual body ownership, spatial presence, and object size estimation. Specifically, we asked participants to perform a perceptual matching task that was based on scaling a virtual box on a table in front of them. Our results show that the personalized hand not only increased virtual body ownership and spatial presence, but also supported participants in correctly estimating the size of a virtual object in the proximity of their hand.  more » « less
Award ID(s):
1725554
NSF-PAR ID:
10134951
Author(s) / Creator(s):
; ; ; ;
Date Published:
Journal Name:
. Proceedings of the 6th ACM Symposium on Spatial User Interaction (SUI 2018)
Page Range / eLocation ID:
60 to 68
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. In this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are highly sensitive when it comes to perceiving collisions, it might look more appealing to avoid intersections and visualize non-colliding hand motions. However, correcting the position of the hand or fingers results in a visual-proprioceptive discrepancy and must be used with caution. Furthermore, the lack of haptic feedback in the virtual world might result in slower actions as a user might not know exactly when a grasp has occurred. This reduced performance could be remediated with adequate visual feedback. In this study, we analyze the performance, level of ownership, and user preference of eight different visual feedback techniques for virtual grasping. Three techniques show the tracked hand (with or without grasping feedback), even if it intersects with the grasped object. Another three techniques display a hand without intersections with the object, called outer hand, simulating the look of a real world interaction. One visualization is a compromise between the two groups, showing both a primary outer hand and a secondary tracked hand. Finally, in the last visualization the hand disappears during the grasping activity. In an experiment, users perform a pick-and-place task for each feedback technique. We use high fidelity marker-based hand tracking to control the virtual hands in real time. We found that the tracked hand visualizations result in better performance, however, the outer hand visualizations were preferred. We also find indications that ownership is higher with the outer hand visualizations. 
    more » « less
  2. A primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience. 
    more » « less
  3. Detailed hand motions play an important role in face-to-face communication to emphasize points, describe objects, clarify concepts, or replace words altogether. While shared virtual reality (VR) spaces are becoming more popular, these spaces do not, in most cases, capture and display accurate hand motions. In this paper, we investigate the consequences of such errors in hand and finger motions on comprehension, character perception, social presence, and user comfort. We conduct three perceptual experiments where participants guess words and movie titles based on motion captured movements. We introduce errors and alterations to the hand movements and apply techniques to synthesize or correct hand motions. We collect data from more than 1000 Amazon Mechanical Turk participants in two large experiments, and conduct a third experiment in VR. As results might differ depending on the virtual character used, we investigate all effects on two virtual characters of different levels of realism. We furthermore investigate the effects of clip length in our experiments. Amongst other results, we show that the absence of finger motion significantly reduces comprehension and negatively affects people’s perception of a virtual character and their social presence. Adding some hand motions, even random ones, does attenuate some of these effects when it comes to the perception of the virtual character or social presence, but it does not necessarily improve comprehension. Slightly inaccurate or erroneous hand motions are sufficient to achieve the same level of comprehension as with accurate hand motions. They might however still affect the viewers’ impression of a character. Finally, jittering hand motions should be avoided as they significantly decrease user comfort. 
    more » « less
  4. null (Ed.)
    Teleporting interfaces are widely used in virtual reality applications to explore large virtual environments. When teleporting, the user indicates the intended location in the virtual environment and is instantly transported, typically without self-motion cues. This project explored the cost of teleporting on the acquisition of survey knowledge (i.e., a ”cognitive map”). Two teleporting interfaces were compared, one with and one without visual and body-based rotational self-motion cues. Both interfaces lacked translational self-motion cues. Participants used one of the two teleporting interfaces to find and study the locations of six objects scattered throughout a large virtual environment. After learning, participants completed two measures of cognitive map fidelity: an object-to-object pointing task and a map drawing task. The results indicate superior spatial learning when rotational self-motion cues were available. Therefore, virtual reality developers should strongly consider the benefits of rotational self-motion cues when creating and choosing locomotion interfaces. 
    more » « less
  5. null (Ed.)
    Virtual reality (VR) systems have been increasingly used in recent years in various domains, such as education and training. Presence, which can be described as ‘the sense of being there’ is one of the most important user experience aspects in VR. There are several components, which may affect the level of presence, such as interaction, visual fidelity, and auditory cues. In recent years, a significant effort has been put into increasing the sense of presence in VR. This study focuses on improving user experience in VR by increasing presence through increased interaction fidelity and enhanced illusions. Interaction in real life includes mutual and bidirectional encounters between two or more individuals through shared tangible objects. However, the majority of VR interaction to date has been unidirectional. This research aims to bridge this gap by enabling bidirectional mutual tangible embodied interactions between human users and virtual characters in world-fixed VR through real-virtual shared objects that extend from virtual world into the real world. I hypothesize that the proposed novel interaction will shrink the boundary between the real and virtual worlds (through virtual characters that affect the physical world), increase the seamlessness of the VR system (enhance the illusion) and the fidelity of interaction, and increase the level of presence and social presence, enjoyment and engagement. This paper includes the motivation, design and development details of the proposed novel world-fixed VR system along with future directions. 
    more » « less