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Virtual reality often uses motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation of virtual objects. To increase realism and allow direct hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist at different virtual locations in an egocentric reference frame. We study two such techniques: one that introduces a static translational offset between the virtual and physical hand before a reaching action, and one that dynamically interpolates the position of the virtual hand during a reaching motion. We conducted two experiments to assess how the two methods affect reaching effectiveness, comfort, and ability to adapt to the remapping techniques when reaching for objects with different types of mismatches between physical and virtual locations. We also present a case study to demonstrate how the hand remapping techniques could be used in an immersive game application to support realistic hand interaction while optimizing usability. Overall, the translational technique performed better than the interpolated reach technique and was more robust for situations with larger mismatches between virtual and physical objects.
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http://dx.doi.org/10.1109/TVCG.2018.2794659 | DOI Listing |
Front Sports Act Living
August 2025
Department of Psychology, University of Cyprus, Nicosia, Cyprus.
Introduction: In this study, we investigated the involvement of different aspects of attention in a light training task requiring fast physical responses to targets.
Methods: Fifty adult participants carried out drills in SpeedPad, a Virtual Reality (VR) adaptation of the Batak Pro and the Fitlight Trainer systems commonly used by athletes of various sports. Participants also carried out three established cognitive tasks on a desktop computer: the Posner cueing task, a visual conjunction search task, and a Motion Object Tracking (MOT) task.
Eur J Neurosci
September 2025
Experimental Psychology I, Institute of Psychology, Osnabrück University, Osnabrück, Germany.
Initial findings linking Virtual Reality (VR)-based encoding to increased recollection at retrieval remain inconclusive due to heterogeneous study designs and dependence on behavioral data. To clarify under which circumstances VR-based encoding affects or enhances episodic memory retrieval, the fundamental question remains whether the encoding modality, i.e.
View Article and Find Full Text PDFErgonomics
September 2025
Shenzhen Research Institute, City University of Hong Kong, Shenzhen, China.
Augmented reality (AR) integrates virtual objects in the real world, allowing users to interact intuitively with navigation information. This study systematically reviewed 13 articles on AR technology published from 2005 to 2024 through meta-analysis, comprising a total of 400 participants, to examine its effectiveness in enhancing navigation performance. Compared with traditional navigation tools, the results showed that AR technology more effectively enhances navigation performance, with the overall effect size calculated as 0.
View Article and Find Full Text PDFPsychophysiology
September 2025
Biological Psychology and Neuroergonomics, Technical University of Berlin, Berlin, Germany.
We designed an object interception task using virtual reality and mobile brain/body imaging to test two core hypotheses of ecological psychology and radical embodied cognitive (neuro)science: the ecological resonance hypothesis and the information-based control laws hypothesis. These two hypotheses define an alternative explanatory strategy that aims to understand the organization and control of behavior without appealing to internal models or representations of any kind. The ecological resonance hypothesis was evaluated in relation to the ecological variable known as tau (τ) or time-to-contact (TTC).
View Article and Find Full Text PDFClin Teach
October 2025
ASSERT Centre, College of Medicine and Health, University College Cork, Cork, Ireland.
Background: Virtual reality (VR) provides an immersive, interactive 3D learning environment with increasing use in medical education. It benefits surgical training and, increasingly more so in anatomy education, particularly where access to human body dissection is limited. Although VR can enhance engagement and knowledge retention, concerns remain regarding usability, feasibility and cybersickness.
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