Grasping objects in immersive Virtual Reality
Grasping objects in immersive Virtual Reality
Grasping is one of the fundamental actions we perform to interact with objects in real environments, and in the real world we rarely experience difficulty picking up objects. Grasping plays a fundamental role for interactive virtual reality (VR) systems that are increasingly employed not only for recreational purposes, but also for training in industrial contexts, in medical tasks, and for rehabilitation protocols. To ensure the effectiveness of such VR applications, we must understand whether the same grasping behaviors and strategies employed in the real world are adopted when interacting with objects in VR. To this aim, we replicated in VR an experimental paradigm employed to investigate grasping behavior in the real world. We tracked participants' forefinger and thumb as they picked up, in a VR environment, unfamiliar objects presented at different orientations, and exhibiting the same physics behavior of their real counterparts. We compared grasping behavior within and across participants, in VR and in the corresponding real world situation. Our findings highlight the similarities and differences in grasping behavior in real and virtual environments.
Centered computing, Computer graphics, Computing methodologies, Graphics systems and interfacesVirtual reality, Human, Human computer interaction (HCI), Interaction paradigms, Virtual reality
1749-1754
Chessa, Manuela
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Maiello, Guido
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Klein, Lina K.
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Paulun, Vivian C.
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Solari, Fabio
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Chessa, Manuela
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Maiello, Guido
c122b089-1bbc-4d3e-b178-b0a1b31a5295
Klein, Lina K.
647f7604-4630-4cf1-9ae4-c0b84d28e97e
Paulun, Vivian C.
1f6ebb55-bae1-4c6b-87ba-46d2e2313b8e
Solari, Fabio
da14eec1-53f6-45a5-913b-5c13282c1e8e
Chessa, Manuela, Maiello, Guido, Klein, Lina K., Paulun, Vivian C. and Solari, Fabio
(2019)
Grasping objects in immersive Virtual Reality.
In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR).
IEEE.
.
(doi:10.1109/VR.2019.8798155).
Record type:
Conference or Workshop Item
(Paper)
Abstract
Grasping is one of the fundamental actions we perform to interact with objects in real environments, and in the real world we rarely experience difficulty picking up objects. Grasping plays a fundamental role for interactive virtual reality (VR) systems that are increasingly employed not only for recreational purposes, but also for training in industrial contexts, in medical tasks, and for rehabilitation protocols. To ensure the effectiveness of such VR applications, we must understand whether the same grasping behaviors and strategies employed in the real world are adopted when interacting with objects in VR. To this aim, we replicated in VR an experimental paradigm employed to investigate grasping behavior in the real world. We tracked participants' forefinger and thumb as they picked up, in a VR environment, unfamiliar objects presented at different orientations, and exhibiting the same physics behavior of their real counterparts. We compared grasping behavior within and across participants, in VR and in the corresponding real world situation. Our findings highlight the similarities and differences in grasping behavior in real and virtual environments.
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More information
e-pub ahead of print date: 15 August 2019
Additional Information:
Funding Information: authors MC and FS were supported by the Interreg Alcotra Project PROSOL We-Pro. Author GM was supported by a Marie-Skodowska-Curie Actions Individual Fellowship (H2020-MSCA-IF-2017: VisualGrasping Project ID: 793660).
Funding Information: authors MC and FS were supported by the Interreg Alcotra Project PROSOL We-Pro. Author GM was supported by a Marie- Skodowska-Curie Actions Individual Fellowship (H2020-MSCAIF- 2017: VisualGrasping Project ID: 793660).
Venue - Dates:
26th IEEE Conference on Virtual Reality and 3D User Interfaces, Osaka International Convention Center, Osaka, Japan, 2019-03-23 - 2019-03-27
Keywords:
Centered computing, Computer graphics, Computing methodologies, Graphics systems and interfacesVirtual reality, Human, Human computer interaction (HCI), Interaction paradigms, Virtual reality
Identifiers
Local EPrints ID: 485173
URI: http://eprints.soton.ac.uk/id/eprint/485173
PURE UUID: 988a7924-5666-4a30-a927-4f087d6766f5
Catalogue record
Date deposited: 30 Nov 2023 17:54
Last modified: 18 Mar 2024 04:11
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Contributors
Author:
Manuela Chessa
Author:
Guido Maiello
Author:
Lina K. Klein
Author:
Vivian C. Paulun
Author:
Fabio Solari
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