Manual and virtual rotation of a three-dimensional object
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Updated: Oct 2, 2026

Three-Dimensional Mapping of the Rotation of Interactive Virtual Objects with Eye-Tracking Data
Published on: October 18, 2024
1School of Psychology, Cardiff University. royr@comp.leeds.ac.uk
Abstract:
An orientation-matching task, based on a mental rotation paradigm, was used to investigate how participants manually rotated a Shepard-Metzler object in the real world and in an immersive virtual environment (VE). Participants performed manual rotation more quickly and efficiently than virtual rotation, but the general pattern of results was similar for both. The rate of rotation increased with the starting angle between the stimuli meaning that, in common with many motor tasks, an amplitude-based relationship such as P. M. Fitts' (1954) law is applicable. When rotation was inefficient (i.e., not by the shortest path), it was often because participants incorrectly perceived the orientation of one of the objects, and this happened more in the VE than in the real world. Thus, VEs allow objects to be manipulated naturally to a limited extent, indicating the need for timing-scale factors to be used for applications such as method-time-motion studies of manufacturing operations.
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