Accepted author manuscript, 6.55 MB, PDF document
Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Get a Grip
T2 - Evaluating Grip Gestures for VR Input Using a Lightweight Pen
AU - Li, Nianlong
AU - Han, Teng
AU - Tian, Feng
AU - Huang, Jin
AU - Sun, Minghui
AU - Irani, Pourang
AU - Alexander, Jason
PY - 2020/4/25
Y1 - 2020/4/25
N2 - The use of Virtual Reality (VR) in applications such as data analysis, artistic creation, and clinical settings requires high precision input. However, the current design of handheld controllers, where wrist rotation is the primary input approach, does not exploit the human fingers' capability for dexterous movements for high precision pointing and selection. To address this issue, we investigated the characteristics and potential of using a pen as a VR input device. We conducted two studies. The first examined which pen grip allowed the largest range of motion---we found a tripod grip at the rear end of the shaft met this criterion. The second study investigated target selection via 'poking' and ray-casting, where we found the pen grip outperformed the traditional wrist-based input in both cases. Finally, we demonstrate potential applications enabled by VR pen input and grip postures.
AB - The use of Virtual Reality (VR) in applications such as data analysis, artistic creation, and clinical settings requires high precision input. However, the current design of handheld controllers, where wrist rotation is the primary input approach, does not exploit the human fingers' capability for dexterous movements for high precision pointing and selection. To address this issue, we investigated the characteristics and potential of using a pen as a VR input device. We conducted two studies. The first examined which pen grip allowed the largest range of motion---we found a tripod grip at the rear end of the shaft met this criterion. The second study investigated target selection via 'poking' and ray-casting, where we found the pen grip outperformed the traditional wrist-based input in both cases. Finally, we demonstrate potential applications enabled by VR pen input and grip postures.
KW - finger and wrist dexterity
KW - grip postures
KW - virtual reality
KW - pen input
KW - handheld controller
KW - spatial target selection
U2 - 10.1145/3313831.3376698
DO - 10.1145/3313831.3376698
M3 - Conference contribution/Paper
SN - 9781450367080
T3 - CHI ’20
SP - 1
EP - 13
BT - Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery (ACM)
CY - New York, NY, USA
ER -