Abstract
Manipulating objects with the hand is a common task in Virtual Reality (VR). However, some issues can occur during these manipulations. Occlusion is one issue that happens when the virtual hand covers an object, and therefore the perception of that object is hindered. Semi-transparent hands could solve this problem. Another issue is the difficulty of delicate hand object manipulation. By using interpenetrable hands, turning off the physics of the hands, this difficulty might decrease. Still, there is a lack of research into how significant the impact is while using these methods. In this paper, with the designs of semi-transparent hands and interpenetrable hands, we present the results of our conducted user study focusing on the effect of semi-transparent and interpenetrable hands on hand object manipulation tasks in virtual reality. The user study includes a VR environment where participants are asked to perform tasks. These tasks are recorded in objective results of accuracy and speed. Afterwards, they fill out a questionnaire about their opinion on the difficulty while using the different methods in which the subjective findings are recorded. Additionally, we improved the semi-transparent hands by adding a feature that smoothly transitions the hand from opaque to semi-transparent. As an input device, we used the Leap Motion Controller (LMC) for this user study. However, any hand tracking sensor that tracks hands from the VR headset's point of view could be used. Semi-transparent and interpenetrable hands have shown significant improvement for precise manipulation, which was verified by user feedback from the questionnaire and the data from the tasks.
Highlights
Over the last decade, we have seen virtual reality (VR) grow tremendously
At the start of the development, VR was mostly used for training simulations, which later transitioned to the gaming world
The other issue we looked into is ‘‘collision.’’ Collisions happen while doing object manipulations
Summary
We have seen virtual reality (VR) grow tremendously. At the start of the development, VR was mostly used for training simulations, which later transitioned to the gaming world. As in our work, these visual cues will be required as the user is not familiar with the objects, and we expect different results while using the semi-transparent hands. Their work has a similar base to Oprea et al [23], which presents a visually plausible grasping system for object manipulation and interaction in VR, which is operated on different predefined objects Most of these works use a glove based solution, not all as in Kim and Park [24], which present a physics-based hand interaction while using the Leap Motion Controller. This, could be potential future work to combine our current work with their realistic grasping method to see if there are changes in the results
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