Do You Need Another Hand? Investigating Dual Body Representations During Anisomorphic 3D Manipulation
Résumé
In virtual reality, several manipulation techniques distort users’ motions, for example to reach remote objects or increase precision. These techniques can become problematic when used with avatars, as they create a mismatch between the real performed action and the corresponding displayed action, which can negatively impact the sense of embodiment. In this paper, we propose to use a dual representation during anisomorphic interaction. A co-located representation serves as a spatial reference and reproduces the exact users’ motion, while an interactive representation is used for distorted interaction. We conducted two experiments, investigating the use of dual representations with amplified motion (with the Go-Go technique) and decreased motion (with the PRISM technique). Two visual appearances for the interactive representation and the co-located one were explored. This exploratory study investigating dual representations in this context showed that people globally preferred having a single representation, but opinions diverged for the Go-Go technique. Also, we could not find significant differences in terms of performance. While interacting seemed more important than showing exact movements for agency during out-of-reach manipulation, people felt more in control of the realistic arm during close manipulation.
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