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@@ -146,7 +146,7 @@ Participants signed an informed consent, including the declaration of having no
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Inspired by \textcite{laviolajr20173d}, we collected the following metrics during the experiment:
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\begin{itemize}
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\item \response{Completion Time}, defined as the time elapsed between the very first contact with the virtual cube and its correct placement inside the target volume; as subjects were asked to complete the tasks as fast as possible, lower completion times mean better performance.
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\item \response{Completion Time}, defined as the time elapsed between the first contact with the virtual cube and its correct placement inside the target volume; as subjects were asked to complete the tasks as fast as possible, lower completion times mean better performance.
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\item \response{Contacts}, defined as the number of separate times the user's hand makes contact with the virtual cube; in both tasks, a lower number of contacts means a smoother continuous interaction with the object.
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\item \response{Time per Contact}, defined as the total time any part of the user's hand contacted the cube divided by the number of contacts; higher values mean that the user interacted with the object for longer non-interrupted periods of time.
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\item \response{Grip Aperture} (solely for the grasp-and-place task), defined as the average distance between the thumb's fingertip and the other fingertips during the grasping of the cube; lower values indicate a greater finger interpenetration with the cube, resulting in a greater discrepancy between the real hand and the visual hand rendering constrained to the cube surfaces and showing how confident users are in their grasp \cite{prachyabrued2014visual, al-kalbani2016analysis, blaga2017usability, chessa2019grasping}.
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@@ -10,7 +10,7 @@ Indeed, participants found the \level{None} and \level{Occlusion} renderings les
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To understand whether the participants' previous experience might have played a role, we also carried out an additional statistical analysis considering \VR experience as an additional between-subjects factor, \ie \VR novices vs. \VR experts (\enquote{I use it every week}, see \secref{participants}).
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We found no statistically significant differences when comparing the considered metrics between \VR novices and experts.
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Interestingly, all visual hand renderings showed \response{Grip Apertures} very close to the size of the virtual cube, except for the \level{None} rendering (\figref{results/Grasp-GripAperture-Hand-Overall-Means}), with which participants applied stronger grasps, \ie less distance between the fingertips.
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All visual hand renderings showed \response{Grip Apertures} close to the size of the virtual cube, except for the \level{None} rendering (\figref{results/Grasp-GripAperture-Hand-Overall-Means}), with which participants applied stronger grasps, \ie less distance between the fingertips.
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Having no visual hand rendering, but only the reaction of the cube to the interaction as feedback, made participants less confident in their grip.
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This result contrasts with the wrongly estimated grip apertures observed by \textcite{al-kalbani2016analysis} in an exocentric VST-AR setup.
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Also, while some participants found the absence of visual hand rendering more natural, many of them commented on the importance of having feedback on the tracking of their hands, as observed by \textcite{xiao2018mrtouch} in a similar immersive OST-AR setup.
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