Accounting for object weight in interaction design for virtual reality

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Abstract

Interaction design for virtual reality (VR) rarely takes the weight of an object – let alone its moment of inertia into account. This clearly reduces user immersion and could lead to a break-in-presence. In this work, we propose methods for providing a higher fidelity in interactions with virtual objects. Specifically, we present different methods for picking up, handling, swinging, and throwing objects based on their weight, size, and affordances. We conduct user studies in order to gauge the differences in performance as well as sense of presence of the proposed techniques compared to conventional interaction techniques. While these methods all rely on the use of unmodified VR controllers, we also investigate the difference between using controllers to simulate a baseball bat and swinging a real baseball bat. Interestingly, we find that realism of the motions during interaction is not necessarily an important concern for all users. Our modified interaction techniques, however, have the ability to push user performance towards the slower motions that we observe when a real bat is used instead of a VR controller on its own.
Original languageEnglish
JournalJournal of W S C G
Volume27
Issue number2
Pages (from-to)131-140
ISSN1213-6972
DOIs
Publication statusPublished - 2019

Cite this

@article{83dbc497384949cebd793a048cedcfa2,
title = "Accounting for object weight in interaction design for virtual reality",
abstract = "Interaction design for virtual reality (VR) rarely takes the weight of an object – let alone its moment of inertia into account. This clearly reduces user immersion and could lead to a break-in-presence. In this work, we propose methods for providing a higher fidelity in interactions with virtual objects. Specifically, we present different methods for picking up, handling, swinging, and throwing objects based on their weight, size, and affordances. We conduct user studies in order to gauge the differences in performance as well as sense of presence of the proposed techniques compared to conventional interaction techniques. While these methods all rely on the use of unmodified VR controllers, we also investigate the difference between using controllers to simulate a baseball bat and swinging a real baseball bat. Interestingly, we find that realism of the motions during interaction is not necessarily an important concern for all users. Our modified interaction techniques, however, have the ability to push user performance towards the slower motions that we observe when a real bat is used instead of a VR controller on its own.",
author = "Lykke, {Jesper Rask} and Olsen, {August Birk} and Philip Berman and B{\ae}rentzen, {Jakob Andreas} and Frisvad, {Jeppe Revall}",
year = "2019",
doi = "10.24132/JWSCG.2019.27.2.6",
language = "English",
volume = "27",
pages = "131--140",
journal = "Journal of W S C G",
issn = "1213-6972",
publisher = "Vaclav Skala - Union Agency",
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}

Accounting for object weight in interaction design for virtual reality. / Lykke, Jesper Rask; Olsen, August Birk; Berman, Philip; Bærentzen, Jakob Andreas; Frisvad, Jeppe Revall.

In: Journal of W S C G, Vol. 27, No. 2, 2019, p. 131-140.

Research output: Contribution to journalJournal articleResearchpeer-review

TY - JOUR

T1 - Accounting for object weight in interaction design for virtual reality

AU - Lykke, Jesper Rask

AU - Olsen, August Birk

AU - Berman, Philip

AU - Bærentzen, Jakob Andreas

AU - Frisvad, Jeppe Revall

PY - 2019

Y1 - 2019

N2 - Interaction design for virtual reality (VR) rarely takes the weight of an object – let alone its moment of inertia into account. This clearly reduces user immersion and could lead to a break-in-presence. In this work, we propose methods for providing a higher fidelity in interactions with virtual objects. Specifically, we present different methods for picking up, handling, swinging, and throwing objects based on their weight, size, and affordances. We conduct user studies in order to gauge the differences in performance as well as sense of presence of the proposed techniques compared to conventional interaction techniques. While these methods all rely on the use of unmodified VR controllers, we also investigate the difference between using controllers to simulate a baseball bat and swinging a real baseball bat. Interestingly, we find that realism of the motions during interaction is not necessarily an important concern for all users. Our modified interaction techniques, however, have the ability to push user performance towards the slower motions that we observe when a real bat is used instead of a VR controller on its own.

AB - Interaction design for virtual reality (VR) rarely takes the weight of an object – let alone its moment of inertia into account. This clearly reduces user immersion and could lead to a break-in-presence. In this work, we propose methods for providing a higher fidelity in interactions with virtual objects. Specifically, we present different methods for picking up, handling, swinging, and throwing objects based on their weight, size, and affordances. We conduct user studies in order to gauge the differences in performance as well as sense of presence of the proposed techniques compared to conventional interaction techniques. While these methods all rely on the use of unmodified VR controllers, we also investigate the difference between using controllers to simulate a baseball bat and swinging a real baseball bat. Interestingly, we find that realism of the motions during interaction is not necessarily an important concern for all users. Our modified interaction techniques, however, have the ability to push user performance towards the slower motions that we observe when a real bat is used instead of a VR controller on its own.

U2 - 10.24132/JWSCG.2019.27.2.6

DO - 10.24132/JWSCG.2019.27.2.6

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ER -