Recent innovations in virtual and mixed-reality (VR/MR) technologies have enabled innovative hands-on training applications in high-risk/high-value fields such as medicine, flight, and worker-safety. Here, we present a detailed description of a novel VR/MR tactile user interactions/interface (TUI) hardware and software development framework that enables the rapid and cost-effective no-code development, optimization, and distribution of fully authentic hands-on VR/MR laboratory training experiences in the physical and life sciences. We applied our framework to the development and optimization of an introductory pipette calibration activity that is often carried out in real chemistry and biochemistry labs. Our approach provides users with nuanced real-time feedback on both their psychomotor skills during data acquisition and their attention to detail when conducting data analysis procedures. The cost-effectiveness of our approach relative to traditional face-to-face science labs improves access to quality hands-on science lab experiences. Importantly, the no-code nature of this Hands-On Virtual-Reality (HOVR) Lab platform enables faculties to iteratively optimize VR/MR experiences to meet their student’s targeted needs without costly software development cycles. Our platform also accommodates TUIs using either standard virtual-reality controllers (VR TUI mode) or fully functional hand-held physical lab tools (MR TUI mode). In the latter case, physical lab tools are strategically retrofitted with optical tracking markers to enable tactile, experimental, and analytical authenticity scientific experimentation. Preliminary user study data highlights the strengths and weaknesses of our generalized approach regarding student affective and cognitive student learning outcomes.
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This content will become publicly available on September 26, 2025
Evaluation of Point-to-Point Reaching Performance in Mixed Reality and Virtual Reality
Abstract Recent immersive mixed reality (MR) and virtual reality (VR) displays enable users to use their hands to interact with both veridical and virtual environments simultaneously. Therefore, it becomes important to understand the performance of human hand-reaching movement in MR. Studies have shown that different virtual environment visualization modalities can affect point-to-point reaching performance using a stylus, but it is not yet known if these effects translate to direct human-hand interactions in mixed reality. This paper focuses on evaluating human point-to-point motor performance in MR and VR for both finger-pointing and cup-placement tasks. Six performance measures relevant to haptic interface design were measured for both tasks under several different visualization conditions (“MR with indicator,” “MR without indicator,” and “VR”) to determine what factors contribute to hand-reaching performance. A key finding was evidence of a trade-off between reaching “motion confidence” measures (indicated by throughput, number of corrective movements, and peak velocity) and “accuracy” measures (indicated by end-point error and initial movement error). Specifically, we observed that participants tended to be more confident in the “MR without Indicator” condition for finger-pointing tasks. These results contribute critical knowledge to inform the design of VR/MR interfaces based on the application's user performance requirements.
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- Award ID(s):
- 1942402
- PAR ID:
- 10577362
- Publisher / Repository:
- MIT Press
- Date Published:
- Journal Name:
- PRESENCE: Virtual and Augmented Reality
- ISSN:
- 1531-3263
- Page Range / eLocation ID:
- 1 to 18
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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