Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology 2022
DOI: 10.1145/3562939.3565635
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Understanding Perspectives for Single- and Multi-Limb Movement Guidance in Virtual 3D Environments

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Cited by 2 publications
(10 citation statements)
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“…In this paper, we want to focus on motor skill training and dissociate this work from complex tool handling [6], assembly tasks [42], or delicate professional skill training [41]. Elsayed et al [15] classified motion guidance into three main groups: (1) posture guidance, which involves providing clear visualizations of target postures at specific frames; (2) path guidance, which focuses on directing trainees' body movements along predefined paths in a 3D space; (3) movement guidance, which offers clear posture visualizations at each progressive frame along the path. In this paper, we will comprehensively explore motion guidance that encompasses all of the aforementioned concepts in the context of XR, and reclassify XR-based motion guidance based on our design dimensions (Section 4.5).…”
Section: Background and Related Work 21 Xr-based Motion Guidance Systemsmentioning
confidence: 99%
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“…In this paper, we want to focus on motor skill training and dissociate this work from complex tool handling [6], assembly tasks [42], or delicate professional skill training [41]. Elsayed et al [15] classified motion guidance into three main groups: (1) posture guidance, which involves providing clear visualizations of target postures at specific frames; (2) path guidance, which focuses on directing trainees' body movements along predefined paths in a 3D space; (3) movement guidance, which offers clear posture visualizations at each progressive frame along the path. In this paper, we will comprehensively explore motion guidance that encompasses all of the aforementioned concepts in the context of XR, and reclassify XR-based motion guidance based on our design dimensions (Section 4.5).…”
Section: Background and Related Work 21 Xr-based Motion Guidance Systemsmentioning
confidence: 99%
“…XR research often considers how a user's perspective of the (virtual) world and its content influences their behavior, and this is no different for motion guidance [15,59]. By varying the viewing perspective of the trainee relative to the feedforward, their perception of both the feedforward and of their own body changes, thus influencing their understanding and execution of the desired motions (Figure 2c).…”
Section: Viewing Perspectivementioning
confidence: 99%
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