Human grasp choice and robotic grasp analysis
Dextrous robot hands
Modeling parietal-premotor interactions in primate control of grasping
Neural Networks - Special issue on neural control and robotics: biology and technology
A discussion of cybersickness in virtual environments
ACM SIGCHI Bulletin
Virtual Reality Simulation Modeling for a Haptic Glove
CA '99 Proceedings of the Computer Animation
Intuitive Virtual Grasping for Non Haptic Environments
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
A spring model for whole-hand virtual grasping
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Physiological Studies of Human Fatigue by a Virtual Reality System
Presence: Teleoperators and Virtual Environments
Virtual Reality-Induced Symptoms and Effects (VRISE)
Presence: Teleoperators and Virtual Environments
Physically based grasping and manipulation method using pre-contact grasping quality measure
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
An animation system for imitation of object grasping in virtual reality
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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Owing to the popularity of various hand tracking interfaces, there have been numerous applications developed to provide intuitive hand interaction with the virtual world. As users start with great anticipation, they end up with dissatisfaction due to difficulties of manipulation or physical tiredness coming very short. Although the task itself is rather trivial in a real life situation, it requires much effort in the virtual environment. We address this awkwardness as 'VR interaction-induced fatigue symptom' and hypothesize its causes based on our observations. We argue that the source of the fatigue comes from the restricted sensory information of the VR interfaces, and that users try to accommodate the missing sensory feedback by excessive motion leading to wrong posture or bad timing. We demonstrate our hypothesis by conducting experiments of two types of virtual interaction scenarios: object transport and 3D selection. Furthermore, by analyzing the behaviors of users' action collected from our experiment, we derive essential factors to be considered in designing VR applications, and propose a conceptual interaction model for orchestrating virtual grasping.