Boban, LoënDelahaye, MathiasBoulic, RonanKulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-Kuk2020-12-012020-12-012020978-3-03868-112-01727-530Xhttps://doi.org/10.2312/egve.20201271https://diglib.eg.org:443/handle/10.2312/egve20201271This 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.Human centered computingUser studiesVirtual realityInteraction techniquesPartial Finger Involvement Reflects into Grasping Tasks Performance and Accuracy10.2312/egve.202012715-6