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Updated: Aug 3, 2025

Estimation of Contact Regions Between Hands and Objects During Human Multi-Digit Grasping
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Comparing Different Grasping Visualizations for Object Manipulation in VR using Controllers.

Giorgos Ganias, Christos Lougiakis, Akrivi Katifori

    IEEE Transactions on Visualization and Computer Graphics
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    Summary
    This summary is machine-generated.

    Virtual Reality (VR) grasping visualizations using controllers were compared. Auto-Pose (AP) enhanced embodiment and user preference, though performance differences were minimal across methods.

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    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality

    Background:

    • Virtual grasping is a key interaction in virtual environments (VEs).
    • Handheld controllers are the primary input for commercial Virtual Reality (VR), yet research on controller-based grasping visualizations is limited.
    • Existing studies often focus on hand tracking, overlooking controller-based interactions.

    Purpose of the Study:

    • To compare three distinct grasping visualizations for controller-based interactions in immersive VR.
    • To evaluate the impact of these visualizations on user performance, sense of embodiment, and preference.

    Main Methods:

    • An experiment was conducted with 38 participants using handheld controllers in VR.
    • Three grasping visualizations were tested: Auto-Pose (AP), Simple-Pose (SP), and Disappearing-Hand (DH).
    • User performance, embodiment, and preference were measured for each visualization.

    Main Results:

    • No significant differences in performance were observed across the Auto-Pose, Simple-Pose, and Disappearing-Hand visualizations.
    • The Auto-Pose visualization resulted in a stronger perceived sense of embodiment.
    • Users generally preferred the Auto-Pose visualization over the others.

    Conclusions:

    • Grasping visualization significantly impacts user embodiment and preference in VR controller interactions.
    • The Auto-Pose method is recommended for future VR research and application development.
    • Further investigation into controller-based interaction techniques is warranted.