Pictorial communication in virtual and real environments
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
Pointing on a computer display
CHI '95 Conference Companion on Human Factors in Computing Systems
Postural instability induced by virtual reality exposure: development of a certification protocol
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Physical versus virtual pointing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Image plane interaction techniques in 3D immersive environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Rotating virtual objects with real handles
ACM Transactions on Computer-Human Interaction (TOCHI)
The role of contextual haptic and visual constraints on object manipulation in virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Reaching movements to augmented and graphic objects in virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
HAPTICS '02 Proceedings of the 10th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Tolerance of Temporal Delay in Virtual Environments
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Optical Camouflage Using Retro-Reflective Projection Technology
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Frames of reference in virtual object rotation
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Interaction with partially transparent hands and objects
AUIC '05 Proceedings of the Sixth Australasian conference on User interface - Volume 40
Fitts' law and expanding targets: Experimental studies and designs for user interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
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In this series of experiments, we investigated whether a crude representation of the hand that was extinguished at movement onset improved performance when compared to a no-feedback situation. Subjects performed simple reach to grasp movements in a virtual environment in two experiments. In Experiment 1, trials were blocked so that subjects were aware that a graphical representation of the hand would either be available throughout the movement (FA), be removed at movement onset (FAB), or not be available (NF). In Experiment 2, trials were randomized so that subjects were unaware of whether feedback would be available throughout the trial or removed at movement onset. Our results indicated that when subjects were aware of the availability of graphical feedback, the FAB condition improved performance compared to the NF condition. Furthermore, movement time was similar in the two feedback available conditions (FA, FAB). In contrast, for the randomized trial presentation, the positive influence of the FAB condition was diminished. These results suggest that visual feedback available prior to movement onset can be used to calibrate the proprioceptive system and improve performance over a no feedback situation. These results can be applied by designers of virtual environments to solve problems related to occlusion of important environmental information by the hand as users reach to grasp and manipulate objects.