This article presents an analysis into the accuracy and problems of freehand grasping in exocentric Mixed Reality (MR). We report on two experiments (1710 grasps) which quantify the influence different virtual object shape, size and position has on the most common physical grasp, a medium wrap. We propose two methods for grasp measurement, namely, the Grasp Aperture (GAp) and Grasp Displacement (GDisp). Controlled laboratory conditions are used where 30 right-handed participants attempt to recreate a medium wrap grasp. We present a comprehensive statistical analysis of the results giving pairwise comparisons of all conditions under test. The results illustrate that user Grasp Aperture varies less than expected in comparison to the variation of virtual object size, with common aperture sizes found. Regarding the position of the virtual object, depth estimation is often mismatched due to under judgement of the z position and x, y displacement has common patterns. Results from this work can be applied to aid in the development of freehand grasping and considered as the first study into accuracy of freehand grasping in MR, provide a starting point for future interaction design.
Augmented and virtual reality (AR/VR) hold significant potential to transform how we communicate, collaborate, and interact with others. However, there has been a lack of work to date investigating accessibility barriers in relation to immersive technologies for people with disabilities. To address current gaps in knowledge, we led two multidisciplinary Sandpits with key stakeholders (including academic researchers, AR/VR industry specialists, people with lived experience of disability, assistive technologists, and representatives from national charities and special needs colleges) to collaboratively explore and identify existing challenges with AR and VR experiences. We present key themes that emerged from Sandpit activities and map out the interaction barriers identified across a spectrum of impairments (including physical, cognitive, visual, and auditory disabilities). We conclude with recommendations for future work addressing the challenges highlighted to support the development of more inclusive AR and VR experiences.
This paper present a first study into the use of dual view visual feedback in an exocentric MR environment for assisting freehand grasping of virtual objects. A recent study has highlighted the problems associated with user errors in freehand grasping, via an analysis of virtual object type, location and size. This work present an extension to this evaluation, where the same 30 participants were recruited for two experiments (one assessing object size and the second object position). We report on results following the same protocol of the aforementioned study in a laboratory controlled environment using a dual view visual feedback method. We present a comprehensive statistical analysis of the comparison between a single view and dual view feedback method alongside user evaluation using the System Usability Scale (SUS). The results presented clearly show that the dual view visual feedback significantly increases user z placement accuracy and improves grasp placement in the x and y axes, however completion time was significantly higher.No variation or improvement was found in user grasp aperture using dual view visual feedback for changes in object size/position. We present conclusions on SUS and offer directions forward for interaction feedback.
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