Study on interaction-induced symptoms with respect to virtual grasping and manipulation

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Owing to the popularity of various hand tracking interfaces, there have been numerous applications developed to provide intuitive hand interaction with the virtual world. As users start with great anticipation, they end up with dissatisfaction due to difficulties of manipulation or physical tiredness coming very short. Although the task itself is rather trivial in a real life situation, it requires much effort in the virtual environment. We address this awkwardness as 'VR interaction-induced fatigue symptom' and hypothesize its causes based on our observations. We argue that the source of the fatigue comes from the restricted sensory information of the VR interfaces, and that users try to accommodate the missing sensory feedback by excessive motion leading to wrong posture or bad timing. We demonstrate our hypothesis by conducting experiments of two types of virtual interaction scenarios: object transport and 3D selection. Furthermore, by analyzing the behaviors of users' action collected from our experiment, we derive essential factors to be considered in designing VR applications, and propose a conceptual interaction model for orchestrating virtual grasping. (C) 2013 Elsevier Ltd. All rights reserved.
Publisher
ACADEMIC PRESS LTD ELSEVIER SCIENCE LTD
Issue Date
2014-02
Language
English
Article Type
Article
Keywords

GRIP FORCE; REALITY; FATIGUE; MUSCLE; HAND; OBJECTS; FINGER; SYSTEM; MODEL

Citation

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, v.72, pp.141 - 153

ISSN
1071-5819
DOI
10.1016/j.ijhcs.2013.09.011
URI
http://hdl.handle.net/10203/187089
Appears in Collection
CS-Journal Papers(저널논문)
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