Fix acronyms
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\section{Discussion}
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\label{discussion}
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We evaluated six visual hand renderings, as described in \secref{hands}, displayed on top of the real hand, in two virtual object manipulation tasks in AR.
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We evaluated six visual hand renderings, as described in \secref{hands}, displayed on top of the real hand, in two virtual object manipulation tasks in \AR.
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During the Push task, the Skeleton hand rendering was the fastest (\figref{results/Push-CompletionTime-Hand-Overall-Means}), as participants employed fewer and longer contacts to adjust the cube inside the target volume (\figref{results/Push-ContactsCount-Hand-Overall-Means} and \figref{results/Push-MeanContactTime-Hand-Overall-Means}).
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@@ -11,9 +11,9 @@ However, during the Grasp task, despite no difference in completion time, provid
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Indeed, participants found the None and Occlusion renderings less effective (\figref{results/Ranks-Grasp}) and less precise (\figref{questions}).
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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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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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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 grip apertures very close to the size of the virtual cube, except for the 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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@@ -35,17 +35,17 @@ while others found that it gave them a better sense of the contact points and im
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This result are consistent with \textcite{saito2021contact}, who found that displaying the points of contacts was beneficial for grasping a virtual object over an opaque visual hand overlay.
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To summarize, when employing a visual hand rendering overlaying the real hand, participants were more performant and confident in manipulating virtual objects with bare hands in AR.
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To summarize, when employing a visual hand rendering overlaying the real hand, participants were more performant and confident in manipulating virtual objects with bare hands in \AR.
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These results contrast with similar manipulation studies, but in non-immersive, on-screen AR, where the presence of a visual hand rendering was found by participants to improve the usability of the interaction, but not their performance \cite{blaga2017usability,maisto2017evaluation,meli2018combining}.
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These results contrast with similar manipulation studies, but in non-immersive, on-screen \AR, where the presence of a visual hand rendering was found by participants to improve the usability of the interaction, but not their performance \cite{blaga2017usability,maisto2017evaluation,meli2018combining}.
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Our results show the most effective visual hand rendering to be the Skeleton one{. Participants appreciated that} it provided a detailed and precise view of the tracking of the real hand{, without} hiding or masking it.
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Although the Contour and Mesh hand renderings were also highly rated, some participants felt that they were too visible and masked the real hand.
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This result is in line with the results of virtual object manipulation in VR of \textcite{prachyabrued2014visual}, who found that the most effective visual hand rendering was a double representation of both the real tracked hand and a visual hand physically constrained by the virtual environment.
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This result is in line with the results of virtual object manipulation in \VR of \textcite{prachyabrued2014visual}, who found that the most effective visual hand rendering was a double representation of both the real tracked hand and a visual hand physically constrained by the virtual environment.
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This type of Skeleton rendering was also the one that provided the best sense of agency (control) in VR \cite{argelaguet2016role, schwind2018touch}.
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This type of Skeleton rendering was also the one that provided the best sense of agency (control) in \VR \cite{argelaguet2016role, schwind2018touch}.
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These results have of course some limitations as they only address limited types of manipulation tasks and visual hand characteristics, evaluated in a specific OST-AR setup.
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@@ -55,4 +55,4 @@ Testing a wider range of virtual objects and more ecological tasks \eg stacking,
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Similarly, a broader experimental study might shed light on the role of gender and age, as our subject pool was not sufficiently diverse in this respect.
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However, we believe that the results presented here provide a rather interesting overview of the most promising approaches in AR manipulation.
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However, we believe that the results presented here provide a rather interesting overview of the most promising approaches in \AR manipulation.
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