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This first experiment aims to analyze whether the chosen visual hand rendering affects the performance and user experience of manipulating virtual objects with bare hands in AR.
\subsection{Visual Hand Renderings}
\label{hands}
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However, while the real hand can of course penetrate virtual objects, the visual hand is always constrained by the virtual environment.
\subsubsection{None~(\figref{method/hands-none})}
\label{hands_none}
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As virtual content is rendered on top of the real environment, the hand of the user can be hidden by the virtual objects when manipulating them (\secref{hands}).
\subsubsection{Occlusion (Occl,~\figref{method/hands-occlusion})}
\label{hands_occlusion}
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This approach is frequent in works using VST-AR headsets \cite{knorlein2009influence, ha2014wearhand, piumsomboon2014graspshell, suzuki2014grasping, al-kalbani2016analysis}.
\subsubsection{Tips (\figref{method/hands-tips})}
\label{hands_tips}
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Unlike work using small spheres \cite{maisto2017evaluation, meli2014wearable, grubert2018effects, normand2018enlarging, schwind2018touch}, this ring rendering also provides information about the orientation of the fingertips.
\subsubsection{Contour (Cont,~\figref{method/hands-contour})}
\label{hands_contour}
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This rendering is not as usual as the previous others in the literature \cite{kang2020comparative}.
\subsubsection{Skeleton (Skel,~\figref{method/hands-skeleton})}
\label{hands_skeleton}
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It is widely used in VR \cite{argelaguet2016role, schwind2018touch, chessa2019grasping} and AR \cite{blaga2017usability, yoon2020evaluating}, as it is considered simple yet rich and comprehensive.
\subsubsection{Mesh (\figref{method/hands-mesh})}
\label{hands_mesh}
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It can be seen as a filled version of the Contour hand rendering, thus partially covering the view of the real hand.
\subsection{Manipulation Tasks and Virtual Scene}
\label{tasks}
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Following the guidelines of \textcite{bergstrom2021how} for designing object manipulation tasks, we considered two variations of a 3D pick-and-place task, commonly found in interaction and manipulation studies \cite{prachyabrued2014visual, maisto2017evaluation, meli2018combining, blaga2017usability, vanveldhuizen2021effect}.
\subsubsection{Push Task}
\label{push-task}
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The task is considered completed when the cube is \emph{fully} inside the target volume.
\subsubsection{Grasp Task}
\label{grasp-task}
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As before, the task is considered completed when the cube is \emph{fully} inside the volume.
\subsection{Experimental Design}
\label{design}
We analyzed the two tasks separately. For each of them, we considered two independent, within-subject, variables:
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\begin{itemize}
\item \emph{Visual Hand Renderings}, consisting of the six possible renderings discussed in \secref{hands}: None, Occlusion (Occl), Tips, Contour (Cont), Skeleton (Skel), and Mesh.
\item \emph{Target}, consisting of the eight possible {location} of the target volume, named as the cardinal points and as shown in \figref{tasks}: {E, NE, N, NW, W, SW, S, and SE}.
\item \emph{Visual Hand Renderings}, consisting of the six possible renderings discussed in \secref{hands}: None, Occlusion (Occl), Tips, Contour (Cont), Skeleton (Skel), and Mesh.
\item \emph{Target}, consisting of the eight possible {location} of the target volume, named as the cardinal points and as shown in \figref{tasks}: {E, NE, N, NW, W, SW, S, and SE}.
\end{itemize}
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This design led to a total of 2 manipulation tasks \x 6 visual hand renderings \x 8 targets \x 3 repetitions $=$ 288 trials per participant.
\subsection{Apparatus and Implementation}
\label{apparatus}
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This setup enabled a good and consistent tracking of the user's fingers.
\subsection{Protocol}
\label{protocol}
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The experiment took around 1 hour and 20 minutes to complete.
\subsection{Participants}
\label{participants}
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Participants signed an informed consent, including the declaration of having no conflict of interest.
\subsection{Collected Data}
\label{metrics}