dc.contributor.author | Boban, Loën | en_US |
dc.contributor.author | Delahaye, Mathias | en_US |
dc.contributor.author | Boulic, Ronan | en_US |
dc.contributor.editor | Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-Kuk | en_US |
dc.date.accessioned | 2020-12-01T16:10:55Z | |
dc.date.available | 2020-12-01T16:10:55Z | |
dc.date.issued | 2020 | |
dc.identifier.isbn | 978-3-03868-112-0 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.uri | https://doi.org/10.2312/egve.20201271 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20201271 | |
dc.description.abstract | This 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.publisher | The Eurographics Association | en_US |
dc.subject | Human centered computing | |
dc.subject | User studies | |
dc.subject | Virtual reality | |
dc.subject | Interaction techniques | |
dc.title | Partial Finger Involvement Reflects into Grasping Tasks Performance and Accuracy | en_US |
dc.description.seriesinformation | ICAT-EGVE 2020 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos | |
dc.description.sectionheaders | Posters | |
dc.identifier.doi | 10.2312/egve.20201271 | |
dc.identifier.pages | 5-6 | |