Comparison between VR vs Reality

Grasping is probably one of the most common interactions in VR ranging from games to even many societal and clinical applications. Our aim in the comparison team was to conduct a study/experiment to see how grasping in VR differs with and without haptic feedback and does it even come close to real life grasping.
To conduct properly our comparison, some preliminaries like environment, specific equipment, an experiment protocol and participants were necessary in order to observe grasping in both the real and the virtual world.

Environment

Fig.1 - The Virtual Reality environment setup.
All experiments were conducted in the Computer Graphics and Virtual Reality (CGVR) laboratory of University of Bremen. The Lab is well equipped with almost latest material for graphic representation on computer and for virtual reality simulation as well. For the virtual environment, an existing kitchen demo was used created by the virtual cooking 1 students and a part of the environment was mapped to the real environment in the lab for the sake of the experiment.

Equipment

Different equipment’s were used for recording different aspects of the experiment like the study of grasping, movement recording and virtual reality implementation:

  • CyberGlove II was used to record all the grasping data which has sensors mapped to all the joints of the finger and recorded the joint angle 3D rotations during grasping.

  • Optitrack physical system detector with 13 Cameras was used to track the physical position of the CyberGlove in both the virtual and the real environment. All this was done on a desktop (dell precision T7500) with intel Xeon, Netgear switch, and MotiveBody 2.0.1 Final software.

  • Unreal Engine application was used to create the virtual environment in which the non-haptic aspect of the experiment was performed

Protocol

The experiment consisted of grasping 3 objects in the virtual environment. In the first part of the experiment the participants will have to grasp the object directly in the virtual environment by starting from a fixed origin point, reaching for the object and finally closing their fingers to grasp it. This was repeated 3 times. For the second part of the experiment the participants would have to perform the same task but only this time when they are grasping the object in the virtual world, they are also grasping the physical object in the real world which has been placed at the exact same position of the object in the virtual environment. All these tasks were performed 3 times each and then an average of the values was calculated for the result.
Data from the sensors [7], [8], [12], [13], [14] were ignored for the sake of this experiment as the sensors of the Glove were not working or were faulty.

Fig.2 - Figure showing the sensor points for the data recorded.

Participants

Total of 8 people (4 males and 4 females) participated to the experiments in 2 days. All are students and members of the project with diverse experiences in virtual reality. The age of participants was between 23 and 34, mean age: 28+-6.

Results

The final data suggests that without the haptic feedback the participants were not able to perceive when to close their fingers and how much to close their fingers. The 3D rotation of the joint angles with the haptic feedback is less as compared to the one without the haptic feedback.

Sensor X non-haptic Y non-haptic Z non-haptic X haptic Y haptic Z haptic
[0] 18.28025833 0 -39.08489967 3.186732 0 -31.94444533
[1] -15.57761133 0 0 3.186732 -27.51681633 0
[2] -10.28122333 0 0 3.186732 -18.161099 0
[3] 22.67656967 0 0 3.186732 5.178441333 0
[4] -15.57761133 0 0 3.186732 -27.51681633 0
[5] -10.28122333 0 0 3.186732 -18.161099 0
[6] 21.68721 0 30.357142 3.186732 3.777735667 28.983134
[7] 0 0 0 3.186732 -30 0
[8] 0 0 0 3.186732 -19.80000067 0
[9] -3.904754333 0 31.380878 3.186732 -8.091217 23.85483067
[10] -59.68831367 0 0 3.186732 -73.73188267 0
[11] -39.394287 0 0 3.186732 -48.66304267 0
[12] -10 107.4642843 -30 3.186732 -10 -30
[13] -44.448883 0 -42.53571567 3.186732 -33.85416667 -63.17669167
[14] -19.94708733 0 0 12.705307 0 0
Fig.3 - The table shows the recorded 3D rotation values of a participant grasping the object with and without haptic feedback.