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dc.contributor.authorBoban, Loënen_US
dc.contributor.authorDelahaye, Mathiasen_US
dc.contributor.authorBoulic, Ronanen_US
dc.contributor.editorKulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-Kuken_US
dc.date.accessioned2020-12-01T16:10:55Z
dc.date.available2020-12-01T16:10:55Z
dc.date.issued2020
dc.identifier.isbn978-3-03868-112-0
dc.identifier.issn1727-530X
dc.identifier.urihttps://doi.org/10.2312/egve.20201271
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20201271
dc.description.abstractThis paper presents a user study comparing a grasping algorithm we adapted for the Valve Index controller to common grasping approaches using the HTC Vive Wand or the Oculus Quest's Computer Vision-based finger tracking. It involved 24 participants performing two widely known manipulation tasks for each device: "Pick and Place" and "Grab and Reorient". Our results place our Index Controller approach as a good trade-off between the other two approaches regarding completion time and accuracy.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman centered computing
dc.subjectUser studies
dc.subjectVirtual reality
dc.subjectInteraction techniques
dc.titlePartial Finger Involvement Reflects into Grasping Tasks Performance and Accuracyen_US
dc.description.seriesinformationICAT-EGVE 2020 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egve.20201271
dc.identifier.pages5-6


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