This paper presents a comprehensive study of virtual 3D object manipulation along 4DoF on real surfaces in mixed reality (MR), using hand-based and tangible interactions. A custom cylindrical tangible proxy leverages affordances of physical knobs and tabletop support for stable input. We evaluate both modalities across isolated tasks (2DoF translation, 1DoF rotation scaling), semicombined (3DoF translation rotation), and full 4DoF compound manipulation. We offer analyses of hand interactions, tangible interactions, and their comparison in MR tasks. For hand interactions, compound tasks required repetitive corrections, increasing completion times yet surprisingly, rotation errors were smaller in compound tasks than in rotation only tasks. Tangible interactions exhibited significantly larger errors in translation, rotation, and scaling during compound tasks compared to isolated tasks. Crucially, tangible interactions outperformed hand interactions in precision, likely due to tabletop support and constrained 4DoF design. These findings inform designers opting for hand-only interaction (highlighting tradeoffs in compound tasks) and those leveraging tangibles (emphasizing precision gains despite compound-task challenges).
翻译:本文针对混合现实(MR)环境中在真实表面上进行4自由度虚拟三维物体操控,对手部交互与实体交互进行了全面研究。采用一种定制的圆柱形实体代理,利用物理旋钮的启示性和桌面支撑实现稳定输入。我们评估了两种交互方式在独立任务(2自由度平移、1自由度旋转缩放)、半组合任务(3自由度平移旋转)以及完整4自由度复合操控中的表现。研究提供了手部交互、实体交互及其在MR任务中对比的分析。对于手部交互,复合任务需要重复校正,导致完成时间增加,但出乎意料的是,复合任务中的旋转误差小于纯旋转任务。实体交互在复合任务中的平移、旋转和缩放误差显著大于独立任务。关键发现是,实体交互在精度上优于手部交互,这很可能归因于桌面支撑和受限的4自由度设计。这些发现为选择纯手部交互的设计者(揭示了复合任务中的权衡)以及利用实体交互的设计者(强调了尽管存在复合任务挑战但仍能获得精度提升)提供了参考依据。