=Paper= {{Paper |id=Vol-2470/p33 |storemode=property |title=Accuracy of throwing distance perception in virtual reality |pdfUrl=https://ceur-ws.org/Vol-2470/p33.pdf |volume=Vol-2470 |authors=Karolis Butkus,Tautvydas Čeponis |dblpUrl=https://dblp.org/rec/conf/ivus/ButkusC19 }} ==Accuracy of throwing distance perception in virtual reality== https://ceur-ws.org/Vol-2470/p33.pdf
Accuracy of throwing distance perception in Virtual
                     Reality
                         Karolis Butkus                                                            Tautvydas Čeponis
                Department of Information Systems                                              Department of Multimedia
                 Kaunas University of Technology                                            Kaunas University of Technology
                        Kaunas, Lithuania                                                           Kaunas, Lithuania
                    e-mail: k.butkus@ktu.edu                                               e-mail: tautvydas.ceponis@ktu.edu




    Abstract — This article investigates how people perceive               room prior to the experiment and half participating blindly.
distances in virtual reality (VR) and use that information to              The first tested method for improved distance perception was
execute a representation of a real life throwing motion. In                visual replication of a real world environment, the second
order to measure accuracy, this research proposes a throwing               was walking interaction, which allowed participants to move
motion testing framework, which acquires metrics data from                 around the virtual environment prior to testing. The results
both the real and virtual environments. The results show, that             concluded that walking interaction significantly increased the
the examinees tend to throw more accurately at longer                      accuracy of distance perception and size perception to a
distances and use excessive amounts of force.                              lesser degree. Furthermore, it was more effective than visual
                                                                           replication in both scenarios.
   Keywords—virtual reality, perception, accuracy, throwing
motion                                                                         A similar study to research [3] was carried out at
                                                                           Clemson University in 2011 [4]. In this experiment,
                       I. INTRODUCTION                                     researchers investigated near-field egocentric distance
    During the last decade virtual reality technology has                  estimations in an Immersive Virtual Environment and
significantly improved and is used in different technological              compared it to real world distances. The experiment
spheres. The visual representation is becoming more realistic              examined two methods: verbal and reach measurements.
and looks more natural. Although technology is evolving, it                Participants had to report distances verbally and then show it
is hard to replicate human senses. Therefore, this study tries             with their reach. Results show that both verbal and reach
to analyze how accurately people perceive virtual world                    methods tend to underestimate distance and that with an
distances when executing a throw.                                          increase in distance deviation also increased. Another
                                                                           interesting fact was that the verbal method was less accurate
    This study presents a throwing motion testing framework
                                                                           than the reach method.
to determine the differences between the virtual and real
world’s environment perception capabilities. It will discuss                   The study [5] made by three researchers from the
similar studies in the field related to perception and motion              Dresden University of Technology attempted to find out
tracking, explain the testing framework and methodology,                   what factors mostly affect people’s estimations for distance
the experiment’s process, discussion about the results and                 in the virtual world. They arranged the factors in four
drawbacks of this study and the conclusion, possible future.               groups: measurement methods, technical, compositional and
                                                                           human factors. The research concluded that people tend to
    A similar project [1] to determine the perception of                   underestimate distance and that to improve human distance
virtual reality was carried out in 2008 by researchers from
                                                                           recognition skills - a rich, detailed environment and powerful
Aachen, Germany. In their experiment, they asked 23
                                                                           technical hardware must be ensured. Such as high quality
participants to estimate distances to virtual reality objects in
                                                                           graphics, carefully adjusted camera settings and virtual
three different environments. Results show that people tend
                                                                           environment with a regularly structured ground texture.
to underestimate distances and that visual surroundings did
not affect results considerably.                                               As mentioned a few times in other researches people tend
                                                                           to underestimate distances in virtual reality and according to
    Another article checked people’s ability to locate
                                                                           Steven M. LaValle, the cause for that could be different gaps
themselves in a virtual environment. Their task was to point
                                                                           between pupils [6]. If pupils in the real world are closer than
at themselves in a VR platform using a pointer. The
                                                                           in the virtual world, the virtual environment looks larger to
experiments results stated that participants most commonly
                                                                           the user and the other way round if the pupils are further
locate themselves at the upper region of their face and that
                                                                           apart in the real world.
draws a conclusion that people in a virtual environment are
more head-centered. [2]                                                      II. THROWING MOTION TESTING FRAMEWORK
    A more recent study [3] was carried out by researchers                     To determine the differences in perception between
from Iowa State University. The group examined prior                       reality and a virtual environment, we focused on the different
attempts at improving distance perception in a Virtual                     aspects of throwing kinematics in reality and VR. Three
environment (VE) and proposed a more thorough                              main characteristics are taken into consideration: throwing
methodology to measure the results by isolating unaccounted                distance in reality, throwing distance in virtual reality and the
variables in past studies. The experiment tested the                       initial velocity of the hand tracker in a throwing motion.
participant’s size and distance perception in a VE replica of a
real world room with half of the examinees having seen the



© 2019 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0)            121
    To measure the above mentioned features a throwing                      To collect quite accurate motion data the tracker is
simulation framework was created. During the testing                    attached to the palm of the participant and the ball is put on
procedure participants throw a 10 gram ball to three different          top of the device (Fig. 3). When the person executes a throw
distances (2 meters, 3 meters, 4 meters) and a tracker                  the tracker captures the initial velocity, and upon slowing
attached to their hand transmits VR data which is recorded              down the system initiates a throw in virtual reality and sends
digitally, while real life distance is measured with a ruler.           the collected speed and data about the ball’s collision with a
Each participant has three attempts at three distances with the         ground surface to a text file. The real distance is measured
virtual reality headset being used and another with it                  with a ruler and all collected digital and non-digital data is
mounted on top of their head for tracking accuracy.                     saved in a spreadsheet.
    The testing system is developed using Unity Engine and
HTC Vive Pro VR headset and tracker. The framework’s
visual environment is a replica of the room where the
simulation was performed so it would not cause distractions
to the participants. Distances at which the ball is thrown and
standing position are marked in both the real and virtual
environments (Fig. 1 and Fig. 2).



                                                                                       Fig. 3. Ball throw in the experiment

                                                                                           III. EXPERIMENT
                                                                            The main goal of the experiment is to determine how
                                                                        accurate is a human’s perception at determining distances
                                                                        using a virtual throwing mechanism compared to a real
                                                                        world throw.
                                                                            The experiment participants were six people: 4 males and
                                                                        2 females. The participants age ranged from 19 to 25 years
              Fig. 1. VR testing platform (user view)                   (mean age 22.3), all of them were healthy and didn’t suffer
                                                                        from VR sickness. At the beginning of the test, the
                                                                        participants were given time to practice throwing in virtual
                                                                        reality and get used to it. Then the examinees did three
                                                                        consecutive throws at specified distances without a headset
                                                                        and then they had three attempts with the virtual reality
                                                                        device. This process was repeated three times at three
                                                                        different shooting distances. During the experiment,
                                                                        participants were not allowed to move from the starting
                                                                        position. The collected distance and velocity data was saved
                                                                        in a spreadsheet.
                                                                            The experiment’s results are presented in Table I where
                                                                        every user’s average thrown distance is shown in a
                                                                        centimeters format. Results of shots with virtual reality
                                                                        equipment and without it are separated and the total average
                                                                        of each baseline distance is calculated.
                  Fig. 2. Real testing scene view
                                                                            From Table I it is easy to see that people throw the ball
                                                                        most accurately at a distance of 3 or 4 meters when using the
    In the experiment, HTC Vive Pro virtual reality headset             VR headset, whereas at the 2 meter mark there is a 10
and tracker are both connected to a personal computer with              centimeters deviation. However, with unobstructed vision
Windows 10 operating system. The tracker’s data collecting              people throw the ball more accurately at the first and third
Base stations 2.0 were placed at 5 meter distances from each            distances and in this case there is about a 10 centimeters
other, at opposing corners of the room. The testing                     deviation from the second distance. This data shows that
framework was built in Unity 2018.3.5.f1 with an                        with an increase in distance people’s throws tend to become
implemented SteamVR plugin. The original plugin’s view for              more accurate, whereas near distances are more difficult to
the ball throw scene was edited so that it would replicate the          judge.
experiment room and the stock throw function was modified
so that it didn’t require any buttons to be pushed. The throw
in the system is initiated when the tracker is swung and the
velocity of the tracker starts to slow down after the constant
increase in velocity at the start of the throw. The simulated
environment replica consists of a 9 meter by 6 meter square
room with an open top. The layout is positioned at the exact
locations of real world objects.




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                                                                                                  Data about the average initial velocity is presented in a
                                                                                              clustered columns chart and a scatter graph (Fig. 5 and Fig.
 TABLE I.               AVERAGE THROWN DISTANCE WITH VR AND WITHOUT IT                        6) where the baseline distances and different environments
                                                                                              are separated. Besides average values, medians are given to
 USER




                          Reality                              VR                             make the data more accurate.
              200 cm       300 cm    400 cm    200 cm         300 cm         400 cm               From Figures 5 and 6 it is noticeable that people tend to
  1           189.667     298.000    378.000   215.000    326.000            414.000          throw the ball with more power when they are in a virtual
                                                                                              environment than when they are in the real world. This
  2           207.333     301.000    389.000   204.667    307.000            398.333
                                                                                              statement also is reaffirmed by the medians of all throws in
  3           212.000     295.333    382.667   198.000    301.667            375.000          real and virtual worlds.
  4           167.667     268.667    389.000   164.000    277.667            478.500
  5           183.000     286.000    415.667   178.333    301.667            407.000
  6           217.333     278.667    428.667   182.000    301.667            347.667
          a
AVG           196.167     287.944    397.167   190.333    302.611            403.417
      b
SD            17.565       11.458    18.464    17.222         14.090         40.216
                                                                   a.
                                                                        AVG – Average
                                                         b.
                                                              SD – Standard deviation
In addition, from the bar chart shown in Fig. 4, which
represents the average miss distance from a mark (negative
value if it is shorter than the baseline distance and positive if
the average value is greater), it is noticeable that the
experiment participants tend to underestimate distances and                                                    Fig. 5. Average initial velocity and medians
throw the ball at a shorter distance. Only two columns show
a slight ball overthrow and both belong to results achieved in
virtual reality .




                                                                                                           Fig. 6. Average initial velocity linear regression

                   Fig. 4. Average distance from baseline mark
                                                                                                                     IV. DISCUSSION
    Table II shows every participant’s standard deviation of                                     This study was conducted to find out how accurately
three throws and average standard deviation which is about                                    people perceive the virtual environment and decide what
17 centimeters. Therefore, it can be said that the experiment                                 amount of power is needed to throw the ball. To achieve this
needs an increase in participants and throw attempts to make                                  goal 6 participants took part in the experiment where they
the experiment’s data even more accurate.                                                     had to throw a ball at 3 distances with and without a VR
                                                                                              headset.
      TABLE II.           THE STANDARD DEVIATION OF EACH PARTICIPANT
                                     THROWS
                                                                                                   After all tests, the collected data shows that people’s
                                                                                              accuracy with VR tends to increase with an increase in
                                                                                              distance and that the average initial speed tends to be higher
  USER




                           Reality                             VR
                                                                                              than pitching the ball without the headset. To explain the
               200 cm       300 cm   400 cm    200 cm         300 cm         400 cm           increase in velocity we could say that because people are
  1             7.409       8.287     29.063   17.795         32.934         39.047           more head-centered [2] in a virtual environment, they sense
                                                                                              that distance is further than it actually is. Moreover, people
  2            10.656       4.967     13.928   19.754         15.895         2.625
                                                                                              are more likely to underthrow than overthrow the ball in real
  3            11.225       17.632    2.494    28.891         14.055         18.239           life and the increase in velocity when using VR allows their
  4             8.807       24.253    14.900   12.832         14.055         3.500            shots to be more precise. But when people are throwing close
                                                                                              range shots the distances spread out and accuracy decreases.
  5            30.342       4.546     13.888    4.989         28.170         0.816
                                                                                                 These results show, that the described method can be
  6            15.965       30.214    29.915    9.899         45.492         36.736
                                                                                              used to calibrate hand strength in Virtual Environment fields,
                                                                                              such as gaming [7], simulations [8], gesture recognition



                                                                                        123
systems [9]. The motion force a person outputs in a fully                                  Simulation Game", Information, vol. 9, no. 12, p. 293, 2018.
immersed virtual system has to be decreased by 3 – 5 % to                                  Available: 10.3390/info9120293.
assure that the user’s perception of his virtual strength                              [8] E. Danevičius, R. Maskeliūnas, R. Damaševičius, D. Połap and M.
                                                                                           Woźniak, "A Soft Body Physics Simulator with Computational
matches the real world results and compensates their depth                                 Offloading to the Cloud", Information, vol. 9, no. 12, p. 318, 2018.
perception in a VE.                                                                        Available: 10.3390/info9120318.
    To acquire more accurate estimations we cannot forget                              [9] A. Vaitkevičius, M. Taroza, T. Blažauskas, R. Damaševičius, R.
                                                                                           Maskeliūnas and M. Woźniak, "Recognition of American Sign
that all velocity data is collected by a wireless tracker and the                          Language Gestures ina Virtual Reality Using Leap Motion", Applied
real ball that was put on the tracker could interfere with                                 Sciences, vol. 9, no. 3, p. 445, 2019. Available: 10.3390/app9030445.
results and that could be a reason why the standard deviation                         [10] D. Połap, M. Woźniak, C. Napoli and E. Tramontana, "Real-time
for a few participant’s throws was so high.                                                cloud-based game management system via cuckoo search algorithm"
                                                                                           International Journal of Electronics and Telecommunications, vol.4,
    In addition, to help the person better comprehend the                                  n. 61, p. 333-338, 2015.
depth of a virtual world during the experiment it could be
allowed for the participants to walk around the room as
shown in research [3] and not undertake the whole
experiment from a standing position while only having to
trust their vision.
    Furthermore, it was brought to the examinees attention,
that to get more accurate results the participants had to do a
bigger backswing while performing the throwing motion to
get a more consistent velocity and more suitable throw
initialization timings.
             V. CONCLUSION AND FUTURE WORKS
    In this study, we concluded, that people perceives 2 – 4
meter distances nearly the same as in real life. Moreover,
people tend to use 3 to 5 % more power when throwing a
ball in virtual reality than in real life. However, the used
methodology needs improvement (some throws standard
deviation is as high as 45 centimeters) to eliminate
unnecessary factors, such as inaccuracy of manual real world
measurements and signal integrity loss from ball position
relative to the sensor. Furthermore, a larger pool of
participants is needed to achieve precise data averages and
calculations. There is also the possibility to attach a separate
sensor to the ball that is being thrown by the participants,
thus eliminating the need for real world measurements by
allowing us to compare the data between both throws
directly. Although the research is not perfect it has
considerable potential to be used as a calibration tool for
various virtual reality fields which involve hand motion and
arm strength.
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