Typo, remove consistent, rendering => feedback
This commit is contained in:
@@ -15,14 +15,14 @@ We \textbf{evaluate in a user study}, using the \OST-\AR headset Microsoft HoloL
|
||||
\noindentskip The main contributions of this chapter are:
|
||||
\begin{itemize}
|
||||
\item A comparison from the literature of the six most common visual hand renderings used to interact with \VOs in \AR.
|
||||
\item A user study evaluating with 24 participants the performance and user experience of the six visual hand renderings superimposed on the real hand during free and direct hand manipulation of \VOs in \OST-\AR.
|
||||
\item A user study evaluating with 24 participants the performance and user experience of the six visual hand renderings as augmentation of the real hand during free and direct hand manipulation of \VOs in \OST-\AR.
|
||||
\end{itemize}
|
||||
|
||||
\noindentskip In the next sections, we first present the six visual hand renderings we considered and gathered from the literature. We then describe the experimental setup and design, the two manipulation tasks, and the metrics used. We present the results of the user study and discuss the implications of these results for the manipulation of \VOs directly with the hand in \AR.
|
||||
|
||||
\bigskip
|
||||
|
||||
\begin{subfigs}{hands}{The six visual hand renderings.}[
|
||||
\begin{subfigs}{hands}{The six visual hand renderings as augmentation of the real hands.}[
|
||||
As seen by the user through the \AR headset during the two-finger grasping of a virtual cube.
|
||||
][
|
||||
\item No visual rendering \level{(None)}.
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
\section{Conclusion}
|
||||
\label{conclusion}
|
||||
|
||||
In this chapter, we addressed the challenge of touching, grasping and manipulating \VOs directly with the hand in immersive \OST-\AR by providing and evaluating visual renderings as hand augmentation.
|
||||
In this chapter, we addressed the challenge of touching, grasping and manipulating \VOs directly with the hand in immersive \OST-\AR by providing and evaluating visual renderings as augmentation of the real hand.
|
||||
Superimposed on the user's hand, these visual renderings provide feedback from the virtual hand, which tracks the real hand, and simulates the interaction with \VOs as a proxy.
|
||||
We first selected and compared the six most popular visual hand renderings used to interact with \VOs in \AR.
|
||||
Then, in a user study with 24 participants and an immersive \OST-\AR headset, we evaluated the effect of these six visual hand renderings on the user performance and experience in two representative manipulation tasks.
|
||||
|
||||
Our results showed that a visual hand rendering overlaying the real hand improved the performance, perceived effectiveness and confidence of participants compared to no rendering.
|
||||
Our results showed that a visual hand augmentation improved the performance, perceived effectiveness and confidence of participants compared to no augmentation.
|
||||
A skeleton rendering, which provided a detailed view of the tracked joints and phalanges while not hiding the real hand, was the most performant and effective.
|
||||
The contour and mesh renderings were found to mask the real hand, while the tips rendering was controversial.
|
||||
The occlusion rendering had too much tracking latency to be effective.
|
||||
This is consistent with similar manipulation studies in \VR and in non-immersive \VST-\AR setups.
|
||||
|
||||
This study suggests that a \ThreeD visual hand rendering is important in \AR when interacting with a virtual hand technique, particularly when it involves precise finger movements in relation to virtual content, \eg \ThreeD windows, buttons and sliders, or more complex tasks, such as stacking or assembly.
|
||||
A minimal but detailed rendering of the hand that does not hide the real hand, such as the skeleton rendering we evaluated, seems to be the best compromise between the richness and effectiveness of the feedback.
|
||||
This study suggests that a \ThreeD visual hand augmentation is important in \AR when interacting with a virtual hand technique, particularly when it involves precise finger movements in relation to virtual content, \eg \ThreeD windows, buttons and sliders, or more complex tasks, such as stacking or assembly.
|
||||
A minimal but detailed rendering of the virtual hand that does not hide the real hand, such as the skeleton rendering we evaluated, seems to be the best compromise between the richness and effectiveness of the feedback.
|
||||
%Still, users should be able to choose and adapt the visual hand rendering to their preferences and needs.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
\chapter{Visual Rendering of the Hand for Manipulating Virtual Objects in AR}
|
||||
\chapter{Visual Augmentation of the Hand for Manipulating Virtual Objects in AR}
|
||||
\mainlabel{visual_hand}
|
||||
|
||||
\chaptertoc
|
||||
|
||||
Reference in New Issue
Block a user