Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments
Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments
Surgeon Simulator by Bossa Studios
Toybox Demo by Oculus
Spaceship repair
Spaceship Repair
Giant Cop by Other Ocean
ADR1FT by Three One Zero
Job Simulator by Owlchemy Labs
The cortical homunculus
Primary motor cortex
25
Mixamo
Performance
speed,
strength,
repeatability,
accuracy,
etc.)
Flexibility (quantity of tasks)
What Hand do you need for your Application?
Performance
simple,
user-friendly,
dev-friendly,
responsive,
etc.
What Input do you need for your Application?
Flexibility (quantity of tasks)
Some things we learned
1. Choose controller based on the use case
Daydream
HTC Vive
Perception Neuron
Manus Machina
Oculus Touch
GloveOne
Dexmo Glove
Kinect One
Sony PS4 Camera
Nimble VR
Intel RealsenseLeapMotion
Sony Move
STEM
T-Glove
Motion
Controllers
Gloves
3D
sensors
Motion
Controllers
Gloves
3D
sensors
Convenient
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
R2-D2
C-3PO
Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments
R2-D2
C-3PO
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
3. Avoid hand personalities (use gloves)
Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
3. Avoid hand personalities (use gloves)
4. Be consistent
Representation
Gloves / human hands
Robot hands
Transparent hands
Cartoon hands
Tools & controllers
Interaction
Highly natural
Somewhat natural
Object penetration
Invisible
Static
Complex
Abstract
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
3. Avoid hand personalities (use gloves)
4. Be consistent
5. Skip the arms… for now
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
3. Avoid hand personalities (use gloves)
4. Be consistent
5. Skip the arms… for now
6. Think long and hard about every object in the scene
Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
3. Avoid hand personalities (use gloves)
4. Be consistent
5. Skip the arms… for now
6. Think long and hard about every object in the scene
7. Make it obvious how to interact with the object
The Gallery by Cloudhead Games
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
3. Avoid hand personalities (use gloves)
4. Be consistent
5. Skip the arms… for now
6. Think long and hard about every object in the scene
7. Make it obvious how to interact with the object
8. Pick the most natural grasps
M. R. Cutkosky (1989). “On grasp choice, grasp
models, and the design of hands for manufacturing tasks”
Grasp Taxonomies
Some things we learned
1. Choose controller based on the use case
2. Avoid the uncanny valley
3. Avoid hand personalities (use gloves)
4. Be consistent
5. Skip the arms… for now
6. Think long and hard about every object in the scene
7. Make it obvious how to interact with the object
8. Pick the most natural grasps
9. Use feedback
VirtualGrasp
Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments

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