Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology 2018
DOI: 10.1145/3242587.3242594
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Ownershift

Abstract: Figure 1. In Ownershift, interaction begins with a 1:1 mapping (A), which allows swiftly reaching towards different virtual targets. If interaction is prolonged, the virtual hand space (VHS) is shifted gradually (B), guiding the user's real hand into a more comfortable position. Overhead interaction can then continue with reduced strain while retaining similar degrees of task performance and body ownership of the virtual hand (C). ABSTRACTWe present Ownershift, an interaction technique for easing overhead mani… Show more

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Cited by 47 publications
(10 citation statements)
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“…Recent research investigates how to reduce the physical path length and fatigue of limbs within the maximum arm's reach while preserving VBO. Examples include redirecting visual targets [34], gradually directing the user's hand to a comfortable posture [10], or creating an offset between the physical and virtual hand [23,44]. However, these techniques still require sufficient physical space for whole-body motions and may be unavailable in the confined space.…”
Section: Improving Ergonomics For Vr Interaction With Hands and Armsmentioning
confidence: 99%
“…Recent research investigates how to reduce the physical path length and fatigue of limbs within the maximum arm's reach while preserving VBO. Examples include redirecting visual targets [34], gradually directing the user's hand to a comfortable posture [10], or creating an offset between the physical and virtual hand [23,44]. However, these techniques still require sufficient physical space for whole-body motions and may be unavailable in the confined space.…”
Section: Improving Ergonomics For Vr Interaction With Hands and Armsmentioning
confidence: 99%
“…Besides the extension of the arm, another line of previous works improves the ergonomics of VR interaction by exploiting visual dominance over proprioceptive cues [1]. By controlling the visual content, these techniques can redirect the user's arm motions [3,11] to reduce the physical path length and fatigue while preserving the VR experience (e.g., VBO). Other approaches create an ofset for 3D selection in VR [8,15] to the range of the user's maximum arm reach, where users can reach at a further distance with less movement but does not break the VR experience.…”
Section: Related Workmentioning
confidence: 99%
“…Prior work has started to explore these scenarios, focusing on reducing motion, fatigue, and overall improving ergonomics of VR interaction. For instance, redirecting the user's arm to a comfortable resting position during overhead interaction [3], reducing the physical path length and fatigue by manipulating the visual location of targets in VR [11], and creating an ofset to the user's virtual hand [15]. One of the big challenges for all these approaches is trying to not negatively impact the overall user experience or reduce the level of functionality the interaction provides.…”
Section: Introductionmentioning
confidence: 99%
“…Firstly, the lack of haptic feedback makes it harder for users to know when a virtual object is touched or grabbed. While in our prototype this was partially compensated by visual feedback, future technological solutions could further improve on this by including wearable actuators, ranging from simple vibration motors [24,87] to exoskeletons [30,37], physical proxies [5,13], or mid-air haptic feedback [39]. Secondly, with this technology, interaction is only possible while the user's hand is within the limited range of the hand tracking sensor attached to the HMD.…”
Section: Limitations and Future Workmentioning
confidence: 99%