Do You Need Another Hand? Investigating Dual Body Representations During Anisomorphic 3D Manipulation
Diane Dewez, Ludovic Hoyet, Anatole Lécuyer, Ferran Argelaguet
Abstract
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.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext 369c527f-bb2a-474b-b08f-002aec6860edCited by top-tier papers3
- A Lack of Restraint: Comparing Virtual Reality Interaction Techniques for Constrained Transport SeatingGraham A. Wilson, Mark McGill, Daniel Medeiros, Stephen A. BrewsterIEEE VR 2023 · 21 citations
- The Impact of Avatar Retargeting on Pointing and Conversational CommunicationSimbarashe Nyatsanga, Doug Roble, Michael NeffIEEE VR 2025 · 5 citations
- Do It Fast, Forget It Fast: How Timing and Limb Visualizations Affect First-Person Augmented Reality InstructionsClara Sayffaerth, Ehbal Ablimit, Annika Köhler, Jonas Wombacher et al.CHI 2026 · 1 citation
Builds on3
- Ninja Hands: Using Many Hands to Improve Target Selection in VRJonas Schjerlund, Kasper Hornbæk, Joanna BergströmCHI 2021 · 86 citations
- The Impact of a Self-Avatar, Hand Collocation, and Hand Proximity on Embodiment and Stroop InterferenceTabitha C. Peck, Altan TutarIEEE VR 2020 · 27 citations
- Detection of Scaled Hand Interactions in Virtual Reality: The Effects of Motion Direction and Task ComplexityShaghayegh Esmaeili, Brett Benda, Eric D. RaganIEEE VR 2020 · 13 citations
Related papers
- Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality InteractionJose Luis Ponton, Reza Keshavarz, Alejandro Beacco, Nuria PelechanoCHI 2024 · 5 citations
- ShareYourReality: Investigating Haptic Feedback and Agency in Virtual Avatar Co-embodimentKarthikeya Puttur Venkatraj, Wo Meijer, Monica Perusquía-Hernández, Gijs Huisman et al.CHI 2024 · 23 citations
- Effects of Proprioceptive Attenuation with Noisy Tendon Electrical Stimulation on Adaptation to Beyond-Real InteractionMaki Ogawa, Keigo Matsumoto, Kazuma Aoyama, Takuji NarumiIEEE VR 2025 · 3 citations
- How Virtual Hand Representations Affect the Perceptions of Dynamic Affordances in Virtual RealityRoshan Venkatakrishnan, Rohith Venkatakrishnan, Balagopal Raveendranath, Christopher C. Pagano et al.IEEE VR 2023 · 33 citations
- Effects of Collaborative Training Using Virtual Co-embodiment on Motor Skill LearningDaiki Kodama, Takato Mizuho, Yuji Hatada, Takuji Narumi et al.IEEE VR 2023 · 61 citations
