\subsubsection{Push Task} \label{sec:push} \subsubsubsection{Completion Time} \label{sec:push_tct} On the time to complete a trial, there were two statistically significant effects: % Hand (\anova{5}{2868}{24.8}, \pinf{0.001}, see \figref{results/Push-ContactsCount-Hand-Overall-Means}) % and Target (\anova{7}{2868}{5.9}, \pinf{0.001}). % Skeleton was the fastest, more than None (\qty{+18}{\%}, \p{0.005}), Occlusion (\qty{+26}{\%}, \pinf{0.001}), Tips (\qty{+22}{\%}, \pinf{0.001}), and Contour (\qty{+20}{\%}, \p{0.001}). % Three groups of targets volumes were identified: % (1) sides E, W, and SW targets were the fastest; % (2) back and front NE, S, and SE were slower (\p{0.003}); % and (3) back N and NW targets were the slowest (\p{0.04}). \subsubsubsection{Contacts} \label{sec:push_contacts_count} On the number of contacts, there were two statistically significant effects: % Hand (\anova{5}{2868}{6.7}, \pinf{0.001}, see \figref{results/Push-ContactsCount-Hand-Overall-Means}) % and Target (\anova{7}{2868}{27.8}, \pinf{0.001}). % \figref{results/Push-ContactsCount-Hand-Overall-Means} shows the Contacts for each Hand. % Less contacts were made with Skeleton than with None (\qty{-23}{\%}, \pinf{0.001}), Occlusion (\qty{-26}{\%}, \pinf{0.001}), Tips (\qty{-18}{\%}, \p{0.004}), and Contour (\qty{-15}{\%}, \p{0.02}); % and less with Mesh than with Occlusion (\qty{-14}{\%}, \p{0.04}). % This indicates how effective a visual hand rendering is: a lower result indicates a smoother ability to push and rotate properly the cube into the target, as one would probably do with a real cube. % Targets on the left (W) and the right (E, SW) were easier to reach than the back ones (N, NW, \pinf{0.001}). \subsubsubsection{Time per Contact} \label{sec:push_time_per_contact} On the mean time spent on each contact, there were two statistically significant effects: % Hand (\anova{5}{2868}{8.4}, \pinf{0.001}, see \figref{results/Push-MeanContactTime-Hand-Overall-Means}) % and Target (\anova{7}{2868}{19.4}, \pinf{0.001}). % It was shorter with None than with Skeleton (\qty{-10}{\%}, \pinf{0.001}) and Mesh (\qty{-8}{\%}, \p{0.03}); % and shorter with Occlusion than with Tips (\qty{-10}{\%}, \p{0.002}), Contour (\qty{-10}{\%}, \p{0.001}), Skeleton (\qty{-14}{\%}, \p{0.001}), and Mesh (\qty{-12}{\%}, \p{0.03}). % This result suggests that users pushed the virtual cube with more confidence with a visible visual hand rendering. % On the contrary, the lack of visual hand constrained the participants to give more attention to the cube's reactions. % Targets on the left (W, SW) and the right (E) sides had higher Timer per Contact than all the other targets (\p{0.005}).