TY - JOUR
T1 - Give Me a Hand
T2 - Improving the Effectiveness of Near-field Augmented Reality Interactions By Avatarizing Users' End Effectors
AU - Venkatakrishnan, Roshan
AU - Venkatakrishnan, Rohith
AU - Raveendranath, Balagopal
AU - Pagano, Christopher C.
AU - Robb, Andrew C.
AU - Lin, Wen Chieh
AU - Babu, Sabarish V.
N1 - Publisher Copyright:
© 1995-2012 IEEE.
PY - 2023/5/1
Y1 - 2023/5/1
N2 - Inspired by previous works showing promise for AR self-avatarization - providing users with an augmented self avatar, we investigated whether avatarizing users' end-effectors (hands) improved their interaction performance on a near-field, obstacle avoidance, object retrieval task wherein users were tasked with retrieving a target object from a field of non-target obstacles for a number of trials. We employed a 3 (Augmented hand representation) X 2 (density of obstacles) X 2 (size of obstacles) X 2 (virtual light intensity) multi-factorial design, manipulating the presence/absence and anthropomorphic fidelity of augmented self-avatars overlaid on the user's real hands, as a between subjects factor across three experimental conditions: (1) No-Augmented Avatar (using only real hands); (2) Iconic-Augmented Avatar; (3) Realistic Augmented Avatar. Results indicated that self-avatarization improved interaction performance and was perceived as more usable regardless of the anthropomorphic fidelity of avatar. We also found that the virtual light intensity used in illuminating holograms affects how visible one's real hands are. Overall, our findings seem to indicate that interaction performance may improve when users are provided with a visual representation of the AR system's interacting layer in the form of an augmented self-avatar.
AB - Inspired by previous works showing promise for AR self-avatarization - providing users with an augmented self avatar, we investigated whether avatarizing users' end-effectors (hands) improved their interaction performance on a near-field, obstacle avoidance, object retrieval task wherein users were tasked with retrieving a target object from a field of non-target obstacles for a number of trials. We employed a 3 (Augmented hand representation) X 2 (density of obstacles) X 2 (size of obstacles) X 2 (virtual light intensity) multi-factorial design, manipulating the presence/absence and anthropomorphic fidelity of augmented self-avatars overlaid on the user's real hands, as a between subjects factor across three experimental conditions: (1) No-Augmented Avatar (using only real hands); (2) Iconic-Augmented Avatar; (3) Realistic Augmented Avatar. Results indicated that self-avatarization improved interaction performance and was perceived as more usable regardless of the anthropomorphic fidelity of avatar. We also found that the virtual light intensity used in illuminating holograms affects how visible one's real hands are. Overall, our findings seem to indicate that interaction performance may improve when users are provided with a visual representation of the AR system's interacting layer in the form of an augmented self-avatar.
KW - Augmented Reality
KW - Avatars
KW - End-effector representation
KW - Interactions in AR
UR - http://www.scopus.com/inward/record.url?scp=85149362937&partnerID=8YFLogxK
U2 - 10.1109/TVCG.2023.3247105
DO - 10.1109/TVCG.2023.3247105
M3 - Article
AN - SCOPUS:85149362937
SN - 1077-2626
VL - 29
SP - 2412
EP - 2422
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 5
ER -