Illusion Spaces in VR: The Interplay Between Size and Taper Angle Perception in Grasping

Force Feedback & Pseudo-Haptic WeightHaptic WearablesImmersion & Presence ResearchUI/UX DesignersHCI Researchers

Research Background and Issues

  • Issues and Challenges: The authors identified significant challenges in implementing haptic feedback in current virtual reality (VR) systems. While visual and auditory realism has steadily improved, haptic feedback remains relatively limited. Specifically, using physical objects as tactile proxies for virtual objects poses design difficulties, and the influence and interplay of different geometric attributes (e.g., size and shape) have yet to be fully understood.
  • Significance: Haptic feedback is critical for enhancing the VR user experience. Exploring the thresholds of visual-haptic illusions can expand the capabilities of active or passive haptic devices and aid in designing better tactile proxies. Understanding the illusion space of geometric attributes will have significant implications for the development of high-resolution haptic devices in the future.
  • Research Motivation and Related Work: Previous studies have primarily focused on single attributes (e.g., size or angle) while neglecting the interactions between attributes. Additionally, research on haptic redirection and physical proxy design provides methodological references for this study but has not systematically explored the complex effects of multiple attributes on user perception.

Solution

  • Methods and Solutions: The authors proposed an illusion space model to investigate how the geometric attributes of physical objects (size and tapering angle) jointly influence users' haptic perception of virtual-physical object interactions. Experiments were conducted to optimize physical object proxies for accurately conveying the tactile sensations of virtual objects.
  • Innovations:
    • Developed the first mathematical model of a multidimensional illusion space for virtual objects.
    • Investigated the complex interactions between physical and virtual object attributes (size and angle).
    • Provided a tool to guide designers in creating haptic devices based on the model.
  • Implementation Steps and Key Techniques:
    • The experiments utilized three physical objects (3 cm, 6 cm, 9 cm) and two tapering angles (8°, 16°), along with corresponding virtual objects (with dynamically changing size and angle during the experiments).
    • Employed the "two-alternative forced choice" (2AFC) experimental method, where participants perceived differences between virtual and physical objects, recording the distribution of the illusion space.
    • Proposed mathematical expressions to describe the boundaries of the illusion space (e.g., perception thresholds and subjective equivalence points).

Research Results

  • Specific Findings:

    1. Developed a mathematical model to predict the haptic illusion space, covering the effects of physical object size and tapering angle on the perception of virtual objects.
    2. Found that the size of virtual objects significantly influences the perception of tapering angles, with increased virtual tapering angles leading to a perceived reduction in object size.
    3. Completed visualization cases of the illusion space and related mathematical formulas.
    4. Provided an online tool to help designers calculate the required physical proxy parameters based on the desired virtual object size and angle.
  • Advantages of Real-World Solutions:

    • Expanded the range of physical objects as tactile proxies for virtual objects, enhancing user perception consistency.
    • Reduced the complexity of haptic device hardware design by achieving more tactile feedback through virtual attribute changes.
    • Supported designers in further optimizing existing haptic devices or object proxies.
  • Experimental or Evaluation Results:

    • Users' perception thresholds for virtual object size and angle exhibited clear upper and lower limits (UT and DT).
    • Smaller physical objects could accommodate a wider range of virtual sizes, while physical objects with increased tapering angles provided more flexible adaptation.
    • Changes in physical size or angle had a clear mathematical relationship with the illusion space.
  • Limitations and Future Directions:

    • The range of objects in the experiments was limited to specific sizes and tapering angles, excluding other attributes (e.g., weight or surface texture).
    • The experiments focused on one type of grasping (thumb and index finger pinch), leaving room for future studies to explore different hand shapes and grasping patterns.
    • More complex object attributes or user adaptation to dynamic tactile changes remain unexplored.
    • Integration with biomechanical models could deepen the understanding of complex interactions between attributes.

Through this study, the authors successfully revealed the potential of physical size and angle in simulating virtual tactile sensations, providing valuable insights for optimizing VR haptic device design. Future work could further expand the model's applicability and experimental parameters to enhance its practical value.

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https://hci.top/en/papers/chi/189057/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3714162
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CHI
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2025
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Force Feedback & Pseudo-Haptic Weight, Haptic Wearables, Immersion & Presence Research
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UI/UX Designers, HCI Researchers
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