Measuring the Impact of Objects' Physicalization, Avatar Appearance, and their Consistency on Pick-and-Place Performance in Augmented Reality

Augmented Reality (AR) is a growing technology that enables interaction with both virtual and real objects. However, in order to support the future development of efficient and usable AR interactions, there is still a lack of systematic knowledge establishing basic interaction performance across different conditions. Therefore, in this paper, we report a user study measuring the impact of objects' physicalization (object's set composed of (i) virtual, (ii) real, or (iii) a composite mix of real and virtual objects) and hand appearance (hand's appearance displayed as (i) the real hand, (ii) an avatar, or (iii) dynamically adapting to the surrounding objects' physicalization) on the speed performance of a pick-and-place task. Overall, our results reveal that objects' physicalization plays a significant role in interaction performance, with the more real objects in a set the better the performance. Moreover, our results also suggest that pick-and-place interaction performances are mostly unaffected by the hand appearance. Interestingly, we also observed that interactions with real objects were less efficient as the object condition required the user to alternate between interactions with virtual and real objects (object condition (iii)), which provides novel insights into an important - mostly AR-specific - factor to consider for designing future AR interactions. Taken together, our results provide a rich characterization of different factors influencing different phases of a pick-and-place interaction, which could be employed to improve the design of future AR applications.

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Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2025-03-07
DOI
https://doi.org/10.1109/tvcg.2025.3549151
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
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article

Measuring the Impact of Objects' Physicalization, Avatar Appearance, and their Consistency on Pick-and-Place Performance in Augmented Reality

Rebecca Fribourg, Ferran Argelaguet, Antonin Cheymol, Jean‐Marie Normand et al.
IEEE Transactions on Visualization and Computer Graphics
Augmented Reality Applications
article

Measuring the Impact of Objects' Physicalization, Avatar Appearance, and their Consistency on Pick-and-Place Performance in Augmented Reality

Rebecca Fribourg, Ferran Argelaguet, Antonin Cheymol, Jean‐Marie Normand, Jacob Wallace, Juri Yoneyama
article en

Abstract

Augmented Reality (AR) is a growing technology that enables interaction with both virtual and real objects. However, in order to support the future development of efficient and usable AR interactions, there is still a lack of systematic knowledge establishing basic interaction performance across different conditions. Therefore, in this paper, we report a user study measuring the impact of objects' physicalization (object's set composed of (i) virtual, (ii) real, or (iii) a composite mix of real and virtual objects) and hand appearance (hand's appearance displayed as (i) the real hand, (ii) an avatar, or (iii) dynamically adapting to the surrounding objects' physicalization) on the speed performance of a pick-and-place task. Overall, our results reveal that objects' physicalization plays a significant role in interaction performance, with the more real objects in a set the better the performance. Moreover, our results also suggest that pick-and-place interaction performances are mostly unaffected by the hand appearance. Interestingly, we also observed that interactions with real objects were less efficient as the object condition required the user to alternate between interactions with virtual and real objects (object condition (iii)), which provides novel insights into an important - mostly AR-specific - factor to consider for designing future AR interactions. Taken together, our results provide a rich characterization of different factors influencing different phases of a pick-and-place interaction, which could be employed to improve the design of future AR applications.

IEEE Transactions on Visualization and Computer GraphicsVol. 31(5)
École Centrale de Nantes (FR), Centre National de la Recherche Scientifique (FR), Institut national de recherche en sciences et technologies du numérique (FR), Institut de Recherche en Informatique et Systèmes Aléatoires (FR), Laboratoire des Sciences du Numérique de Nantes (FR), Université de Rennes (FR), Nantes Université (FR)
Openalex Percentile: Top 97%
Augmented Reality Applications
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