Comparing Real and Virtual Object Manipulation by Physiological
Signals Analysis: A First Study
Mohammad Ali Mirzaei
1
, Jean-R
´
emy Chardonnet
2
and Fr
´
ed
´
eric Merienne
2
1
Instrument Technology, Atlas project, Embedded and FPGA team, Highview House, Station Road, Edgware, U.K.
2
LISPEN EA 7515, Arts et M
´
etiers, UBFC, HESAM, Institut Image, 2 rue Thomas Dumorey, Chalon-sur-Sa
ˆ
one, France
Keywords:
Virtual Reality, Object Manipulation, EMG, CAVE.
Abstract:
Virtual reality aims at reproducing reality and simulating actions like object manipulation tasks. Despite
abundant past research on designing 3D interaction devices and methods to achieve close-to-real manipulation
in virtual environments, strong differences exist between real and virtual object manipulation. Past work that
compared between real and virtual manipulation mainly focused on user performance only. In this paper,
we propose using also physiological signals, namely electromyography (EMG), to better characterize these
differences. A first experiment featuring a simple pick-and-place task on a real setup and in a CAVE system
showed that participants’ muscular activity reveals a clearly different spectrum in the virtual environment
compared to that in reality.
1 INTRODUCTION
Object manipulation has attracted much attention
among other interaction tasks especially in virtual rea-
lity (VR). Obviously, object manipulation depends on
environmental conditions such as the lighting, the pre-
sence of other objects and their location in the scene
and so on. With the rapid development of VR for the
last couple of years, reproducing high fidelity simula-
tions in VR became a crucial issue. For instance, with
the emergence of industry 4.0, simulations of manual
tasks such as pick-and-place, manufacturing, hand-
ling operations are more and more frequent. These
manual tasks need a precise evaluation to be valida-
ted (Fumihito and Suguru, 2012).
When it comes to simulation, VR requires techno-
logies and methods allowing to interact with the vir-
tual environment. Strong differences usually exist be-
tween object manipulation in the virtual and the real
environments because of missing sensory feedbacks
such as gravity, roughness, pressure or temperature.
In this regard, a huge piece of work has been proposed
in the past (Argelaguet and Andujar, 2013). Though
we observe for a few years great progress in natu-
ral interfaces and interactions (Bowman et al., 2012),
these techniques are still not fully mature (Mirzaei
et al., 2013; Alibay et al., 2017). We still see, through
newly commercialized VR headsets, that the most po-
pular interaction interface remains based on ray tra-
cing. These devices allow easy interaction, avoiding
any occlusion issues.
In this paper, we propose to compare between real
and virtual object manipulation. Not only the task
performance is compared but also the physiological
signals that are derived from this activity are conside-
red. We are interested in better characterizing the dif-
ferences between reality and VR. As a first study, we
consider a very simple yet common manual task that
is pick-and-place. Indeed, we do not want to consi-
der more complex manipulation tasks as they require
much more dexterity, especially for users who are not
familiar with VR, which in turn means much more
parameters monitoring.
2 RELATED WORK
One strong issue in VR is to make users feel pre-
sent in the virtual environment (Witmer and Singer,
1998). Early work has shown that high quality 3D
graphics do not suffice to get high sense of presence.
Other sensory feedback like tactile or haptic feed-
back showed to enhance the level of interaction (Stur-
man et al., 1989; Talati et al., 2005). Haptic inter-
faces were quickly developed to provide the sense of
weight, friction, touch (see for example early devices
like (Burdea, 1996; Kim et al., 2002; Koyama et al.,
108
Mirzaei, M., Chardonnet, J-R. and Merienne, F.
Comparing Real and Virtual Object Manipulation by Physiological Signals Analysis: A First Study.
DOI: 10.5220/0006924401080115
In Proceedings of the 2nd International Conference on Computer-Human Interaction Research and Applications (CHIRA 2018), pages 108-115
ISBN: 978-989-758-328-5
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
2002) or more recent devices like (Ma and Ben-Tzvi,
2015; Choi and Follmer, 2016)), all challenging with
imagination to provide users with realistic experience
in manipulating virtual objects. The main drawbacks
of such devices are: they require to be worn, meaning
they are mostly intrusive, and calibration is often nee-
ded prior to be used. L
´
eon et al. proposed a hands-on
non-intrusive haptic manipulation device that allows a
large variety of hand and finger configurations (L
´
eon
et al., 2016). This device is intented to simulate vir-
tual manipulation tasks requiring high dexterity. Ho-
wever, the main issue is its small workspace due to
the haptic arm, which may lead to repeated arm mo-
vements to move a virtual object on a large span.
Despite abundant proposals, most of these devi-
ces were not validated through comparison with ob-
ject manipulation in real environments. The question
of comparing real and virtual tasks is in fact not tri-
vial. Indeed, many parameters may encounter such as
the system latency, the perceived realism of the virtual
scene, the available field of view, stereoscopy, and so
on. Early work attempted to compare between reality
and virtual reality in training situations (Kenyon and
Afenya, 1995). Though the context was a little bit
different than ours, results showed that virtual world-
trained users were significantly more performant than
untrained users but that real world-trained users did
not perform significantly better than untrained users.
Graham and MacKenzie compared real and virtual
pointing, showing that physical pointing leads to bet-
ter results (Graham and MacKenzie, 1996). However
their study was conducted on a 2D interaction basis
whereas here we address 3D interaction. Later work
in a different context showed better performance in
virtual environments and even better in mixed reality
(also called dual reality) environments, compared to
the one in real environments (Raber et al., 2015). Ho-
wever, the interaction task in virtual reality consisted
in a 2D interaction on a touch screen, whereas inte-
raction was done in 3D space in the real condition.
Nevertheless, mixing reality and virtual reality seems
an interesting alternative.
Several past research attempted to reduce differen-
ces between reality and VR, as in (Kitamura et al.,
2002) where a manipulation method was designed
by adapting reality to virtual environment constraints.
However the proposed method requires constraining
reality, which restricts practical usage. Chapoulie et
al. proposed a framework to analyze finger-based 3D
object manipulation considering several devices that
were designed to be identical in both reality and VR
(Chapoulie et al., 2015). Results on performance sho-
wed greater errors in virtual environments than in re-
ality, with differences becoming more apparent as the
complexity of the devices increased. In fact they poin-
ted out that reproducing identically real setups in vir-
tual reality is very complex. Also they compared bet-
ween wand-like and natural interfaces, showing a ten-
dency to better results with wand-like devices. Here
we do not aim at considering finger-based interaction.
We will rather stick to wand-like interfaces to cope
with the fact that even newly commercialized VR he-
adsets come with such devices.
In all past work reported above, comparison be-
tween real and virtual environments have been con-
ducted measuring user performance (such as the com-
pletion time, task errors, cognitive load through sub-
jective questionnaires, e.g., NASA-TLX (Hart and
Stavenland, 1988)). To the best of our know-
ledge, physiological-based parameters have hardly
been considered. Electromyography (EMG) or elec-
troencephalography (EEG) has mostly been used in
human-computer interaction research work as a mean
to interact with virtual contents (for example (Ti-
san
ˇ
c
´
ın et al., 2014; Lotte et al., 2013)), rather than as
an analysis tool of interaction tasks. Through this first
study, we contribute in exploring EMG as a tool to
characterize differences between real and virtual ob-
ject manipulation. We consider here a simple pick-
and-place task.
3 EXPERIMENT DESIGN
An experiment was designed in both a real and a vir-
tual environments to compare user performance, user
perception as well as the muscular activity during a
simple object manipulation task.
3.1 Participants
10 participants were recruited on a voluntary basis
within the university students to perform the experi-
ment. No requirements regarding the level of know-
ledge in VR were specified when recruting the parti-
cipants. There was a briefing to give enough informa-
tion about the test procedure and we collected the par-
ticipants’ consent to perform the experiment. No par-
ticipants got compensation to the experiment. None
of them were familiar with VR, however they already
experienced it at least once. All were right-handed
and none of them reported any health issues.
3.2 Setup
The real setup consisted in a 1.5 m-long table on
which three wooden cubes (15 × 15 × 15 cm
3
and an
approximate weight of 1 kg) were arranged. Three
Comparing Real and Virtual Object Manipulation by Physiological Signals Analysis: A First Study
109
squared marks were drawn on the table to indicate
where to place these cubes (Figure 1.b).
The setup was reproduced in a virtual environment
(VE) with the same scale (Figure 1.a). We ensured
consistency in the scale in the VE by superimposing a
virtual cube on a real one in the virtual setup, then ad-
justing the size of the virtual cube manually. The vir-
tual setup consisted in an immersive room, allowing
scale-one immersion, through a home-made software
based on OpenSceneGraph and VRPN (Taylor et al.,
2001). The immersive room was a 3×3×3 four-sided
CAVE system with a 1400×1050 px resolution per
side with stereoscopic vision, integrating an infrared-
based tracking system to track the user’s location in
the CAVE and in the VE. Manipulation of the virtual
cubes was performed using an ART Flystick 2 inte-
raction device that has several buttons and a trigger.
The Flystick was also tracked in position. Here we
did not consider tactile or haptic feedback to avoid
biases due to the intrusivity of devices incorporating
such feedback.
1 2 3
1 2 3
Figure 1: Object manipulation in (left) a virtual and (right)
a real environments.
3.3 Tasks
As shown in Figure 1.a, the object manipulation task
in the virtual environment consists in a simple pick-
and-place task, that is, replacing the three blue cu-
bes into the three green ones using the Flystick de-
vice. Selection is performed by pointing the Flystick
at the center of the target cubes then pressing the trig-
ger on the Flystick when enough close to the center
of the target cube (less than 20 cm). The selected
cube is then attached to the Flystick until the trigger
is released. Using the trigger button allows simula-
ting grasping. During displacement, the participant
keeps pressing the trigger while positioning the se-
lected cube. The blue cubes have to be carefully pla-
ced inside the marker cubes (the green cubes) during
positioning. All three blue cubes have to be placed
inside the green marker cubes in order (the first cube
inside the first marker, and so on).
The same task is performed by hand in the real
environment (Figure 1.b). The participant grabs the
first cube, holds it up and places it inside the first
red square marked up on the left side of the table (Fi-
gure 1.b), the same task is repeated for each cube.
3.4 Muscular Activity
As the object manipulation task we consider here is a
simple pick-and-place task, the active limbs are mos-
tly the arms, with a flexion/extension movement of
the elbow. The hands are also solicited to grasp the
objects. Here we will not consider hand and finger
movements as the aim is not to study grasping confi-
gurations, nor grasping stability. The biceps muscle
was therefore considered as an appropriate place to
measure the muscular activity for this task, as the bi-
ceps functions as an important flexor of the forearm,
which is needed to pick and place objects.
To measure the muscular activity, we use three-
lead wireless BIOPAC surface electromyography
(sEMG) sensors
1
. The sensors are connected to an
amplifier and an acquisition stand via wireless con-
nection, allowing wireless data logging by a PC. The
EMG signal data are transmitted at a rate of 2 kHz,
providing a high resolution wireless EMG waveform
at the receiver’s output.
The positive and negative leads were placed at the
origin and end of the biceps muscle respectively and
the ground lead right on the elbow. As the arm can
be either opened, semi-opened or closed, we ensured
stable and solid positioning of the sensors on the arm
regarding body temperature variation and movement
tension to get robust and meaningful signals.
3.5 Procedure
Each participant followed the procedure below:
1. Three BIOPAC sensors were placed on the par-
ticipant’s right arm as described in the previous
section.
2. The participants were asked to lift off the three cu-
bes one by one from the right side of the real table,
to move them in a semi-circular path to trigger
flexion of the elbow and to precisely place them
on the three red squared marks on the left side of
the table.
3. An EMG signal was recorded during this task.
This measurement was considered as a reference
measurement.
4. The participants were then introduced to the
CAVE system. They were briefly explained how
to use the Flystick and were able to train for two
minutes.
1
https://www.biopac.com/application/emg-
electromyography/
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
110
5. The participants had to pick the virtual blue cubes,
to move them in a semi-circular path and to place
them in the green cubes trying to be as precise as
possible.
6. An EMG signal was recorded during this task.
Throughout the experiment, the time of task com-
pletion was recorded in both environments.
At the end of the experiment, a presence question-
naire (Witmer and Singer, 1998) was filled out by the
participants. We also asked the participants’ prefe-
rence between manipulation in the real and the virtual
environments. The presence questionnaire and EMG
are used here as psychological (subjective) and physi-
ological (objective) measurements respectively.
The participants took less than 10 minutes to com-
plete the whole experiment.
3.6 Object Manipulation Evaluation
Criteria
We propose three criteria to evaluate object manipula-
tion. The length of the movement, ϕ
1
, the amount of
rotation, ϕ
2
, and the completion time, t, are conside-
red as time space features for the comparison between
the real and the virtual environments (1).
criteria =
{
ϕ
1
,ϕ
2
,t
}
(1)
3.6.1 Criteria 1: The Length of the Object
Movement Trajectory (ϕ
1
)
The first feature is the length of the movement, which
is a criterion to assess a given task (selection, mo-
vement and placement of a cube) in different environ-
ments. Besides, it can be used to compare a mani-
pulation mechanism or to compare the same task in
two different environments. As a result, the longer
the length of the movement, the harder the task. The
movement in the real environment is considered as a
semi-circular path with an average radius (¯r) and an
average length π¯r. Theoretically, the length of a given
continuous curve is calculated by (2) in 3D space.
ϕ
1
=
Z
b
a
s
dx
dt
2
+
dy
dt
2
+
dz
dt
2
dt (2)
Equation (2) can be easily substituted by (3) for a
curve with sampled data with t = 1 s.
ϕ
1
=
n1
i=1
k
P
i
k
(3)
k
P
i
k
=
q
(x
i+1
x
i
)
2
+ (y
i+1
y
i
)
2
+ (z
i+1
z
i
)
2
where n indicates the number of points along the path.
3.6.2 Criteria 2: The Amount of Rotation (ϕ
2
)
The amount of rotation along the circular path in a
plane is defined by (4) as specified in (Tai, 1986).
× F =
I
2π
0
~
F(x,y,z)d~r (4)
where F is the movement trajectory. Since the mo-
vement is semi-circular, (5) and (6) are used to cal-
culate the amount of rotation for a continuous and a
discrete functions respectively.
× F =
Z
π
0
~
F(x,y,z)d~r (5)
× F =
n1
i=1
(x
i+1
x
i
)cos(θ)cos(φ)
k
P
i
k
n1
i=1
(y
i+1
y
i
)cos(θ)sin(φ)
k
P
i
k
+
n1
i=1
(z
i+1
z
i
)sin(θ)
k
P
i
k
(6)
where θ and φ represent the parameters of the sp-
here coordinates. x
i
, y
i
, z
i
are the coordinates of the
i
th
point P on curve F and n represents the number
of points on F. We assume that the reference semi-
circular path lies on the XZ plane (the vertical plane
on which the cubes lie), meaning y = 0 and φ = 0.
Moreover, the resolution of θ is chosen as
π
n
for sim-
plicity. As a result, (6) can be rewritten as (7). Using
(7) the total rotation along the path can be calculated.
× F = ϕ
2
=
n1
i=1
(x
i+1
x
i
)cos
i
π
n
k
P
i
k
!
+
n1
i=1
(z
i+1
z
i
)sin
i
π
n
k
P
i
k
!
(7)
4 RESULTS
4.1 Data Analysis in the Time Domain
4.1.1 Length of the Movement Trajectory
By applying (3) the length of the performed mo-
vement can be calculated for each cube. The results
of this calculation are shown in Figure 2 left.
A paired Student t-test provided a significant dif-
ference between the length of the average movement
Comparing Real and Virtual Object Manipulation by Physiological Signals Analysis: A First Study
111
in the virtual (M = 1.19 m, SD = 0.28) and the real
(M = 0.68 m, SD = 0.05) environments (p = .039,
t(9) = 5.41). Besides, we performed a one-way
ANOVA test to be sure that the differences between
each cube displacement were not significant in both
environments, which was indeed the case (p = .141).
4.1.2 Amount of Rotation
The amount of total rotation can be calculated by (7).
The results of this calculation are shown in Figure 2
right. A comparison between both environments sho-
wed that in the virtual environment this value is sig-
nificantly higher than in reality (p = .0035).
Figure 2: Length of the movement trajectory (top) and
amount of rotation (bottom) in the virtual (blue) and the
real (orange) environments for the three cubes with the or-
der shown in Figure 1.
4.1.3 Completion Time
Figure 3 shows the time taken to complete the mani-
pulation task both in the virtual (black) and the real
(gray) environments. A paired Student t-test provi-
ded a significant difference between the time of com-
pletion in the virtual (M = 79.78 s, SD = 43.20) and
the real (M = 24.16 s, SD = 5.095) environments
(p = .0026, t(9) = 3.62). Therefore, the participants
spent more time in the virtual environment than in
the real one (M
v
= 79.78 > M
r
= 24.16) to complete
the manipulation task. Moreover, the variation in the
virtual environment is much larger (SD
v
= 43.20 >
SD
r
= 5.095) than in the real environment.
Figure 3: Time of task completion in the real and the virtual
environments.
4.1.4 EMG Signal
An example of a logged EMG signal in the time dom-
ain is shown in Figure 4. We can observe a clear
difference between the real and the virtual environ-
ments. As shown on the top signal, three activities
corresponding to the displacement of the three cubes
can be distinguished (separated by the red bars) in the
real environment while in the virtual environment the
activities (bottom signal) are not easily distinguisha-
ble, although the tasks in both environments are close
to each other. This is the only information we can get
in the time domain. There are high and low compo-
nents in the signal that can hardly be differentiated.
Figure 4: EMG signals recorded in the real (top) and the
virtual (bottom) environments for one participant.
4.2 Data Analysis in the Frequency
Domain
Because the time representation of the EMG signals
does not provide clear clues on the muscular acti-
vity, especially in the virtual environment, the recor-
ded EMG signals are converted to the time-frequency
space (Boashash, 2003).
Figure 5 shows the time-frequency representation
of the EMG signal for three participants. Red co-
lors indicate frequency components with high power
while blue colors indicate frequency components with
very low power. From this representation, activities
can be clearly distinguished in the real environment,
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
112
with three sets of components corresponding to the
displacement of the three cubes. Most of high power
components are below 100 Hz, which corresponds
to normal muscle activities (Sadoyama and Miyano,
1981). Whereas in the virtual environment, we can
observe much more components with lower power,
which supposes more movements with smaller am-
plitude of the biceps.
Figure 5: Time-frequency representation of the EMG sig-
nal in the (a) real and the (b) virtual environments for three
participants.
4.3 Questionnaire Data Analysis
First, we asked the participants to rate the level of
their satisfaction in both environments on a 7-point
Likert scale (Figure 6). As seen, the highest rate has
been given to the real environment, in average 5.9. A
paired Student t-test showed a significant difference
between the real (M = 5.9, SD = 1.17) and the vir-
tual (M = 4.5, SD = 1.19) environments (p = .0013,
t(9) = 3.45).
Figure 6: Level of satisfaction in both environments.
Then, from the presence questionnaire, the con-
trol (CF), sensory (SF) and distraction (DF) factors
were calculated as three main factors with the cor-
rection factor proposed by Witmer and Singer (Wit-
mer and Singer, 1998). The results of the calculation
are shown in Figure 7. In average, the score associa-
ted with CF and SF is higher than DF. From a paired
Student t-test, CF (M = 7.049, SD = 1.32) and SF
(M = 5.93, SD = 1.37) are significantly higher (p =
2.71 × 10
6
, t(9) = 4.32 and p = .0009, t(9) = 3.75,
respectively) than DF (M = 3.9, SD = 0.79).
Figure 7: Sub-scores provided by the presence question-
naire in the virtual environment.
5 DISCUSSION AND
LIMITATIONS
From the results, the participants spent more time
with larger movements in the virtual environment
than in the real one (
=
3 times), which shows object
manipulation in the virtual environment is harder than
in the real environment. One reason lies in the fact
that we did not provide any tactile or haptic feedback
to the participants in the virtual environment, which
confirms past work on the importance of adding ot-
her sensory cues than just visual feedback. Another
reason may lie in the choice of participants who were
not familiar with VR. Further experiments should be
conducted with VR users.
Also we observed a much larger variation of the
length of the movement trajectory in the virtual envi-
ronment than in reality. This huge difference, 9 times,
originates from different training experiences. None
of the participants experienced virtual object manipu-
lation in the near past. However, surely they experien-
ced similar object manipulation tasks in real environ-
ments. Since the participants did not have the same
experience in the virtual environment, they recalled
their experience from the real environment. Because
there is a strong difference in terms of sensory input
to the cortex between the real and the expected inputs,
the calculated motor command in the brain either is
overestimated or underestimated which in turn crea-
tes a large deviation from the mean value in the vir-
Comparing Real and Virtual Object Manipulation by Physiological Signals Analysis: A First Study
113
tual environment. Again, other experiments should be
conducted with VR users to see whether these diffe-
rences of variation tend to decrease.
Regarding EMG, we see a clear difference of
muscular activity between the real and the virtual en-
vironments. The time-frequency representation of the
EMG signals showed much more components with
lower power in the virtual environment. Indeed, in the
real environment, complete feedbacks (visual, tactile,
sound) are provided by the sensory organs to the
brain, consequently the brain can recall the appropri-
ate pattern and generate accurate motor commands to
the muscles. In the virtual environment, some sensory
information is missing; as a result the brain cannot
extract the appropriate pattern and therefore, it can-
not generate very accurate motor commands to the
muscles. Typically, the participants performed several
times small flexion/extension movements of their fo-
rearm to precisely position the cubes in the virtual en-
vironment.
Here, we considered real cubes of approximately
1 kg whereas the Flystick weighs around 300 g, which
may have affected the measurements. Unrealistic tex-
ture rendering in the virtual condition may also have
influenced movements as past work showed texture
to have an influence on weight perception (Flanagan
et al., 1995). Further experiments should be done with
exactly the same conditions in both environments.
Another limitation of our study is that in the vir-
tual condition, the participants had to hold the Flys-
tick all the time, even when they did not grasp any vir-
tual cube, which could bias the comparison with the
real condition. Though EMG signals were provided
from the biceps thus without any link with hand mo-
vements, further investigation should be carried out
to verify this aspect, using for example optical-based
hand trackers.
Looking at subjective data, the presence question-
naire revealed that the control and the sensory factors
were much higher than the distraction factor. It means
the user interface was well designed for an object ma-
nipulation task in virtual environments, was not dis-
tractive and was capable to involve several sensory in-
puts. To verify this claim, we have compared DF with
the participants involvement (INV). A paired Student
t-test showed INV (M = 3.9, SD = 0.785) to be sig-
nificantly higher than DF (M = 5.75, SD = 1.64)
(p = .0038, t(9) = 3.95) as shown in Figure 8.
Finally, as other sensory cues were missing in the
virtual environment, not surprisingly, the participants
preferred object manipulation in the real environment
than in the virtual one, with a level of satisfaction sig-
nificantly higher in the real condition than in the vir-
tual one. Investigation should be made to determine
Figure 8: Level of distraction and involvement in the object
manipulation task in the virtual environment.
the role of the interaction technique, apart from the
effect of multi-sensory cues, as in the virtual condi-
tion we imposed an interaction strategy, whereas in
the real condition, the participants were free to choose
their own grasping strategy.
6 CONCLUSION
We evaluated through a first study a simple mani-
pulation task using EMG and objective criteria, and
compared a real and a virtual environment situations.
EMG signals revealed clear differences between the
real and the virtual environments, and time space fea-
tures showed the virtual condition to require more arm
movements than in the real condition. These differen-
ces originated from a gap between the actual and the
expected sensory inputs to the brain. As virtual rea-
lity aims at reproducing real situations, characterizing
differences between the real and the virtual environ-
ments could help better design interaction devices and
methods, so that user experience can be enhanced in
virtual environments and be close to real manipula-
tion tasks.
Future work will include in-depth investigation
with more participants accustomed to VR and diffe-
rent object manipulation techniques closer to real ma-
nipulation, e.g., using finger trackers that do not re-
quire holding any device all the time. We will also
consider tactile/haptic feedback and see how phy-
siological signals behave accordingly, knowing that
past research showed tactile feedback to enhance in-
teraction in virtual environments.
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