COMPUTATIONAL MODELS AND ANALYSES OF
HUMAN MOTOR PERFORMANCE IN HAPTIC
MANIPULATION
by
MICHAEL J. FU
Submitted in partial fulfillment of the
requirements for the degree of
Doctor of Philosophy
Department of Electrical Engineering and Computer Science
CASE WESTERN RESERVE UNIVERSITY
May 2011 CASE WESTERN RESERVE UNIVERSITY
SCHOOL OF GRADUATE STUDIES
We hereby approve the thesis/dissertation of
Michael John Fu ______
Doctor of Philosophy candidate for the ______degree *.
Prof. M. Cenk Cavusoglu (signed)______(chair of the committee)
Prof. Wyatt S. Newman ______
Prof. Kenneth A. Loparo ______
Prof. Wei Lin ______
Prof. Roger D. Quinn ______
______
March 31, 2011 (date) ______
*We also certify that written approval has been obtained for any proprietary material contained therein. Copyright c 2011 by Michael John Fu All rights reserved Contents
List of Tables v
List of Figures vii
Acknowledgements viii
Abstract ix
1 Introduction 1
1.1WhatisHaptics?...... 1 1.2Contributions...... 3
2 Background 4
2.1VirtualEnvironmentImmersionTechniques...... 4
2.1.1 FishTankDisplay...... 5 2.2EffectofImmersiononTaskPerformance...... 6 2.2.1 StereographicRendering...... 6 2.2.2 PhysicalvsVirtualTasks...... 8
2.2.3 VisualandHapticWorkspaceCo-location...... 10 2.2.4 EffectofVisualRotationsonTaskPerformance...... 11 2.3Fitts’Law...... 13 2.3.1 Comparing Experimental Conditions: Throughput ...... 14
i 2.3.2 3DExtensions...... 16 2.4HumanOperatorModels...... 16
3 Arm-and-Hand Dynamics and Variability Modeling 18
3.1Methods...... 20 3.1.1 Input Signals Used in the Human Experiment ...... 20 3.1.2 Subjects...... 21
3.1.3 Equipment...... 22 3.1.4 ArmModelExperimentParadigm...... 23 3.1.5 ArmDynamicsModelStructure...... 26 3.1.6 Structured Variability ...... 29 3.1.7 Unstructured Variability Model ...... 29
3.2Measured-DynamicsModelResults...... 31 3.2.1 ArmDynamicsModelIdentificationResults...... 31 3.2.2 Variability Results ...... 32 3.3Discussion...... 34
3.3.1 ComparisonwithPreviousArmModelParameters...... 34 3.3.2 Grip-Force-DependentModels...... 40 3.3.3 Structured Variability ...... 41 3.3.4 Unstructured Variability ...... 42
4 Arm Model ID Without Force Transducers 44
4.1Methods...... 45
4.1.1 PhantomandArmDynamicsModelsStructure...... 45 4.1.2 Structured Variability ...... 49 4.1.3 Unstructured Variability Model ...... 49 4.2DerivationofArm-OnlyExperimentalFrequencyResponse...... 50
4.2.1 Subjects...... 52
ii 4.2.2 ArmModelExperimentParadigm...... 52 4.3Measured-DynamicsModelResults...... 52 4.3.1 ArmDynamicsModelIdentificationResults...... 52 4.3.2 Variability Results ...... 53
4.4Discussion...... 56 4.4.1 ComparedtoResultsUsingForceSensors...... 60
5 Evaluation of 3D Fitts’ Task in Physical and Virtual Environments 62
5.0.2 StudyObjectives...... 65 5.1PerformanceMeasuresforAnalysis...... 65 5.1.1 Throughput ...... 66 5.1.2 End-pointError...... 66
5.1.3 NumberofCorrectiveMovements...... 67 5.1.4 Efficiency...... 67 5.1.5 InitialMovementError...... 68 5.1.6 PeakVelocity...... 68
5.1.7 AccountingforEffectofIDonPerformanceMeasures..... 69 5.2Methods...... 69 5.2.1 Equipment...... 69 5.2.2 Subjects...... 74
5.2.3 ExperimentParadigms...... 74 5.3Results...... 79 5.3.1 Throughput ...... 79 5.3.2 End-PointError...... 83
5.3.3 NumberofCorrectiveMovements...... 84 5.3.4 Efficiency...... 87 5.3.5 PeakVelocity...... 89 5.3.6 InitialMovementError...... 92
iii 5.4Discussion...... 94 5.4.1 Realvs.Non-colocatedVEvs.Co-locatedVE...... 96 5.4.2 EffectofVisualRotations...... 98 5.4.3 VESystemDesignImplications...... 100
6 Conclusions 101
6.1Arm-and-handDynamicsModeling...... 101
6.2ReachinginVirtualEnvironments...... 102 6.3FutureResearchProblems...... 103
Appendices 105
A Arm Model Derivation 105
B End-effector Inertia for the Phantom Premium 1.5a 106
Related Publications 110
Bibliography 111
iv List of Tables
3.1ArmStructureParameters–GripForceDependentModels...... 31 3.2NominalArmModelParameters...... 32
3.3 Structured Variability - Arm Structure Parameter Statistics ..... 32 3.4 Unstructured Variability Model Poles and Zeroes ...... 35 3.5ArmModelParametersfromLiterature...... 39
4.1NoF/TSensor:GripForceDependentArmModelParameters.... 53
4.2 No F/T Sensor: Structured Variability Statistics ...... 55 4.3NoF/TSensor:NominalArmModelParameters...... 56 4.4 No F/T Sensor: Unstructured Variability Model Parameters ..... 59
5.1TargetList...... 75
5.2 Significant Multiple Comparisons – Throughput ...... 80 5.3SignificantMultipleComparisons–End-PointError...... 84 5.4SignificantMeansComparisons–CorrectiveMovementOffsets.... 87 5.5SignificantMeansComparisons–CorrectiveMovementSlopes.... 87
5.6SignificantMeansComparisons–Efficiency...... 89 5.7SignificantMeansComparisons–PeakVelocityOffset...... 92 5.8SignificantMeansComparisons–PeakVelocitySlope...... 92 5.9SignificantMeansComparisons–InitialMovementError...... 94 5.10 Performance Means and (Std. Dev.) Normalized to Real and 0◦ ... 96
v List of Figures
1.1HapticInterfaceDevices...... 2
2.1FishTankDisplaySetup...... 5 2.2 Throughput Example ...... 15
3.1SystemIdentificationExperimentArmConfiguration...... 22 3.2SystemIdentificationGraphicalUserInterface...... 24 3.3F/TSensorArmModeling:ArmModelFreeBodyDiagram..... 25
3.4F/TSensorArmModeling:Coherence...... 28 3.5 F/T Sensor Arm Modeling: Bode Plots for the Grip-force Dependent ArmDynamicsModels...... 33 3.6 F/T Sensor Nominal Arm Model and Unstructured Variability Fits . 36
3.7 F/T Sensor Arm Modeling: Unstructured Variability Models ..... 37 3.8F/TSensorArmModeling:ComparisonofArmModels...... 38
4.1ClosedLoopArmModelBlockDiagram...... 45 4.2ArmModelFreeBodyDiagram...... 46
4.3 Bode Plots for the Grip-force Dependent Arm Plus Phantom Dynamics Models...... 54 4.4NoF/TSensor:NominalArm-OnlyModels...... 57 4.5 No F/T Sensor: Unstructured Variability Fits ...... 58
4.6NoF/TSensorArmModeling:ComparisonwithF/TModels.... 60
vi 5.1FishTankDisplaySetup...... 70 5.2AllPhysicalTargets...... 71 5.3FishTankDisplaySetup...... 72 5.4FishTankUserPosition...... 73
5.5ExperimentSetupforPhysicalTargets...... 76 5.6FishTankDisplayNon-colocatedSetup...... 77 5.7 Virtual User Interface (0–315◦ rotation)...... 78 5.8 Fish Tank: Throughput Linear Regression ...... 80 5.9 Fish Tank: Throughput Linear Regression R2 Histogram...... 81
5.10 Fish Tank: Throughput Boxplots ...... 82 5.11FishTank:End-pointErrorBoxplots...... 85 5.12FishTank:CorrectiveMovementsLinearRegression...... 86 5.13 Fish Tank: Corrective Movements Linear Regression R2 Histogram . 86
5.14FishTank:CorrectiveMovementsBoxplots...... 88 5.15FishTank:EfficiencyBoxplots...... 90 5.16FishTank:PeakVelocityLinearRegression...... 91 5.17 Fish Tank: Peak Velocity Linear Regression R2 Histogram...... 91
5.18FishTank:PeakVelocityBoxplots...... 93 5.19FishTank:InitialMovementErrorBoxplots...... 95
vii Acknowledgements
Thank you, Prof. M. Cenk C¸avu¸so˘glu, for the opportunity of being part of such a great lab. Your steadfastness and encouragement have made all the difference in my career as a graduate student. I don’t know how many times I’ve walked into your office in despair, but left with hope. Te¸sekk¨ur ederim, Drs. Ozkan¨ and Ebru Bebek, for setting a standard in my life as colleagues and friends.
A special thanks to Andrew D. Hershberger, Kumiko Sano, Fang Zhou, and Justin Lee for their significant contribution as undergraduate researchers. Dr. John Erhlinger and Prof. Gregory S. Lee, thank you both for the enlight- ening discussions regarding statistical analysis, which have been put into use in this dissertation.
Thank you, Elizabethanne Fuller-Murray, for always treating me like I was the most important student ever to walk into your office. To my wife, thank you for being my help in every way through this season. And thank you, my parents, for believing in me.
This work was accomplished with the generous support of Case Western Reserve University and the National Science Foundation grants CNS-0423253, IIS-0805495, and IIS-0905344.
viii Computational Models and Analyses of Human Motor Performance in Haptic Manipulation
Abstract
by MICHAEL JOHN FU
Haptic interaction refers to interactivity with an environment based on the sense of touch. Haptics is a critical mode of human interface with real or virtual environments, as it is the only active form of perception. All other senses are passive and cannot directly act upon an environment. Haptic interface devices connect users to real or virtual environments through the modality of touch and associated sensory feedback. As the user interacts with environments through the haptic system, it alters the user’s perception and motor control, which can affect task performance. Therefore, understanding a haptic sys- tem’s effects on the sensory-motor system and the implications of these interactions on task performance is important for the design of effective haptic interface systems. This dissertation focused on characterization, modeling, and analysis of human motor performance in the context of stylus-based haptic interface devices. The current work combined human psychophysics experiments with analysis methods from system theory to model and study several aspects of human haptic interaction. The first contribution of this work was the identification of 3D linear dynamics and variability models for the arm and hand configured in a stylus grip. The literature contains many human arm dynamics models, but lacks detailed associated variability analyses. Without them, variability is modeled in a very conservative manner, lead- ing to less than optimal controller and system designs. The current work not only presented models for human arm dynamics, but also developed inter and intra-subject
ix variability models from human experiments. The second contribution of this work was the analysis of 3D point-to-point Fitts’ reaching task in both real and virtual environments in order to determine the effect of visual field and haptic workspace co-location on task performance. A key finding was the significant decrease observed in end-point error for tasks performed in a co-located virtual environment. The results also confirmed cyclic performance degradations due to rotational visuo-haptic misalignments for a wide variety of task difficulties. These findings expanded important understanding regarding the behavior of the human operator, which is arguably the most variable element in any haptic interface system.
x Chapter 1
Introduction
Human-computer interaction is a rapidly expanding field, due in great part to in- creasingly important roles that computer systems play in our everyday lives. As the accessibility and ubiquity of computers increase, so does the complexity of our inter- actions with them. Thanks in large part to smartphones, the general public is now familiar with touch screen and gesture-based interfaces, but is perhaps not yet aware
of the more general field of haptic interface systems.
1.1 What is Haptics?
The word ‘haptics’ originates from haptikos, the Greek word for touch. Haptic in- teraction refers to the form of human interaction with a real or virtual environment based on the sense of touch. The sense of touch is important because it is the only active sensation mechanism that humans have for exploring or experiencing an envi- ronment. All of our other senses (such as olfactory, vision, and auditory) differ in that they are essentially passive and cannot directly act upon the physical environment. A haptic interface device is a robotic or other electro-mechanical apparatus capable of connecting users to real or virtual environments through the modality of touch and the associated sensory feedback. As the user experiences the environment and
1 (a) (b)
Figure 1.1: a) Sensable Technologies, Inc. Phantom Premium 1.5 haptic device and b) Phantom Omni. interacts with it through the haptic system, the system directly or indirectly alters the user’s perception and motor control, which can affect a user’s task execution performance. Therefore, understanding a haptic system’s effects on the sensory-motor system and the implications of these interactions on task performance is important for the design of effective haptic systems. A haptic interface system connects the user (referred to as the human operator) with a real or virtual environment through the modalities of touch and vision. Touch is provided via one or more haptic interface devices (Fig. 1.1) for measuring and transmitting sensory information and control commands, and associated algorithms. The algorithms typically include those for control of the interface devices, signal processing, data transmission, and haptic feedback generation. The bi-directional nature of the exchange of haptic information with the environ- ment, and the fact that the information exchange also involves substantial physical energy exchange, make haptic interfacing a challenging research problem. Since hu- man beings are arguably the most variable element of a haptic interface system, an important area of haptics research is the precise modeling of human operator dynam-
2 ics and understanding the implications of virtual environments realization modalities on task performance. This thesis focused on the characterization, modeling, and analysis of human motor performance in the context of stylus-based haptic interface devices. The cur-
rent work combined human psychophysics methodologies with analysis methods from system and control theory to model and study several aspects of human haptic inter- action.
1.2 Contributions
The two major contributions of this dissertation were: i) Identification of linear dy-
namics and variability models for the arm and hand configured in a stylus grip; ii) Quantitative analysis of 3D point-to-point reaching performance in both real and virtual environments with a stylus-based haptic interface device. This work expands important understanding regarding the behavior of the human operator. The identified models and performance measures are designed to be easily
integrated into the design cycle of haptic systems and facilitate quantitative analysis of design choices throughout system development. In this thesis, Chapter 2 covers topics in haptics and human-computer interface research that are related to the current work. Chapter 3 contains the methods, results
and discussions for the system identification of a 3D 5-parameter human arm dynam- ics model along with comprehensive variability analyses for a stabilization task. In Chapter 4, the same human arm model system identification was performed for the case when it is not possible or practical to employ a force sensor in the measurements.
Chapter 5 describes the methods, results, and analyses for a study of manual perfor- mance of a 3D reaching task in physical and virtual environments. Finally, this thesis concludes with several lessons gathered from the results of the three studies.
3 Chapter 2
Background
As the focus of this thesis is on the precise modeling of human operator dynamics and understanding the implications of virtual environments (VEs) on task performance, this chapter will cover topics relevant to haptic interaction and human performance in VEs.
2.1 Virtual Environment Immersion Techniques
Precise and realistic visualization is an important component of virtual environment simulations. Proper visualization can enhance the feeling of presence and quality of the immersive experience. Several types of visualization modalities exist and each have their advantages and drawbacks. Common VE visualization methods include standard video displays (ranging from computer monitors to large wall-sized displays) and head-mounted displays (HMDs). Head-mounted displays are able track head movements and give the illusion of a limitless virtual visual space, but suffer from low image resolution capabilities and a propensity to cause strain on the user’s eyes. Standard video displays have the benefit of high-resolution capabilities, but because
the screen does not move with the user’s gaze, it reduces the feeling of ‘presence’, or immersiveness.
4 2.1.1 Fish Tank Display
Fish tank display is another modality that was designed to balance the immersive qualities of HMDs with the visual fidelity of standard displays. Several variations exist, but fish tank displays typically employs a fixed display device (computer mon- itor) viewed either directly or indirectly using a mirror [1] (Fig. 2.1). Fish tank displays are advantageous over HMDs because monitors with larger screen sizes can be used, which allows for higher-resolution images and a greater range of depth that can be simulated using stereoscopic rendering. In order to avoid straining the eyes of the human operator, the magnitude of binocular disparity (defined as the distance between the rendered left and right-eyed images) – and hence the magnitude of sim- ulated depth – is limited by the distance between the eye and the image plane of the monitor. The farther the image plane is from the eye, the greater the range of simulated depths that avoid eye strain for the human operator.
Figure 2.1: Example fish tank display setup.
5 Another advantage of a fish tank display is the ability to easily co-locate, or align the visual and haptic workspaces by placing a haptic interface device behind the image place, as shown in Fig. 2.1. In this way, the hands appear to be operating on the environment similar to typical hand-eye interactions.
Early versions of fish tank displays used semi-transparent mirrors. However, this reduces depth perception because it interferes with occlusion cues. Occlusion cues, such as when a nearer object obstructs the view of a more distant one, cannot be properly rendered when the hand can be seen behind the virtual image plane at all times. Therefore, current fish tank setups use full mirrors, which prevents the
operator from seeing and being distracted by the hand and haptic device located behind the mirror.
2.2 Effect of Immersion on Task Performance
Many perceptual factors can influence the quality of a VE visualization modality. However, the ones explored in this dissertation are more related to vision and co-
location effects, so these topics are discussed below.
2.2.1 Stereographic Rendering
Stereographic rendering is implemented in visual displays to provide depth perception through the use of binocular disparity. Binocular disparity refers to the difference in the location of an object as perceived by the left and right eye. Objects farther away
will appear to be located in the same location to both eyes, while closer objects appear to be located more to the left for the right eye and more to the right for the left eye. It is important to note that binocular disparity is only one of several visual cues used by human proprioception to judge depth. Others include occlusion (the visual blocking of more distant objects by closer ones), relative motion (when the field of
6 vision is moving, objects closer appear to move faster than more distant ones), ac- commodation (sensory cues provided by the eye’s need to focus on objects at different distances), perspective distortions (closer objects appear larger than distant ones of the same size), and the effect of lighting and shadows on 3D objects.
It has been well established that the inclusion of stereographic depth rendering has a positive effect on task performance measures for both co-located and non-colocated virtual environments. Arthur et al. studied the Sollenberger-Milgram tree tracing task and reported a 50% decrease in error when a stereographic display was used compared to a conventional computer display [1]. For a 3D pointing task using vir- tual spherical targets, [2] reported that introducing stereographic display reduced completion times. This was confirmed by [3], which reported that introducing stere- ographic display decreased completion times by 33%, and introducing head-tracking improved completion times by 11% for a 3D tapping task performed on the circular tops of virtual cylinders for 19 subjects. Kim and Tendick, in separate studies, also reported that stereoscopic visualization significantly decreased task completion times (up to 2x) compared to monoscopic visualization in pick-and-place tasks with both laprascopic surgeons and test subjects unexperienced with robot teleoperation [4, 5].
Therefore, it is generally held that stereographic displays decrease completion time and end-point error for reaching tasks and is a necessary element in human-computer interfaces.
Implementation Notes
It is important to note that the use of physiological interoccular distances in the implementation of stereographic displays is not necessarily recommended. While it may seem intuitive to use the actual eye-separation distances, Rosenberg found that depth perception accuracy for a 3D depth perception test did not improve for interoccular distances greater than 3 cm (compared to an average human interoccular
7 distance of 6.3 cm). The subjects were seated 80 cm away from a stereographic display and had to move a virtual peg to match the 3D location of a virtual target peg. He reasons that the eyes may not be able to fuse the binocular image pairs of greater binocular disparity while they are trying to also focus on the image plane.
This contradiction between focal depth and perceived depth can cause eye strain and user discomfort. Therefore, in order to prevent eye fatigue, he recommends using interoccular distances significantly less than physiological values. Another important method for reducing eye strain is the use of asymmetric frus- tums for setting the left and right eye perspectives. Asymmetric frustums allow for the simulation of more pleasing stereo images that make use of positive, zero, and negative parallax to simulate depth. Images at positive parallax appear to be located behind the display surface, images at zero parallax appear to rest on the display surface, and images at negative parallax appear to extend in front of the display sur- face. Binocular image pairs with positive parallax appear to be on the same side of center as the eye they are intended for while negative parallax images appear to the opposite side of center to the intended eye (similar to how a finger held close to the nose appears). Images at zero parallax will appear to be the most in focus to the eyes and cause the least discomfort over long viewing periods. Therefore, important fixation points of the image are recommended to be at zero parallax. Also, negative parallax (images extending out in front of the display surface) cause more eye strain than positive parallax images, so should be limited in use. Implementation details for this technique are described in [6].
2.2.2 Physical vs Virtual Tasks
Contrasts between pointing and reaching for physical and virtual conditions have consistently shown significant differences, with the physical conditions reflecting im- proved task performance from 1.5–3x for completion time. The cause for this phe-
8 nomenon is commonly attributed to impaired depth perception in VEs (even with stereographic visualization, haptic feedback, and accurate visual-haptic workspace co-location) since not all depth cues can be reproduced. However, it is possible that cognitive factors are also at play.
Graham and MacKenzie compared physical and virtual 2D Fitts’ task with flat circular targets and found that mean movement time was significantly less (approxi- mately 1.5 times higher task completion rate) for the physical condition [7]. Although not a significant difference, peak velocity was also higher for physical reaching than for virtual reaching.
Mason et al. also studied a 2D planar reaching task, but used a co-located fish tank display setup with virtual blocks compared against physical blocks with augmented reality images projected onto them [8]. Mean movement times were approximately 1.5x higher for the virtual blocks than the augmented reality blocks.
Sprague et al. studied 24 subjects performing a 2D Fitts’ task in both physical and co-located virtual environments [9]. They reported that task completion rate for the real environment was approximately twice that of the virtual environment. A larger difference between real and virtual tasks was reported in [10], but for a
more complicated peg-in-hole assembly task. It was reported that completion times for the virtual peg-in-hole task (stereographic, but not co-located) were increased over the physical task by approximately 3 times. Blackmon et al. tested a whole-arm target reaching task along with its immersive and non-immersive virtual counterparts [11]. Compared to the physical task, the
non-immersive virtual task required 2.4x longer completion time, 4.5x more corrective movements (resulting in jerkier, less smooth motion), and yielded 0.67x lower peak velocity. Performance for the immersive virtual task was even worse, with 5.6x longer completion times, 11x jerkier motion, and 0.78x lower peak velocity. The authors
noted that the poor performance in the immersive condition could be attributed to
9 the subject needing to search through the virtual environment for the target during every trial.
2.2.3 Visual and Haptic Workspace Co-location
Given the ease that humans have at operating a keyboard and mouse in a typical, non-colocated computer display setup, many studies have investigated the value of co-locating the visual and haptic workspaces. However, it is not clear if visuo-haptic co-location has a significant effect on task performance. For example, Teather et al. tested 12 subjects on a 3D Fitts task with spherical targets and reported that co- location resulted in lower mean completion times and target error, but the differences
were not statistically significant [12]. Also, [9] compared three different cases of visual scaling (calibrated, small distance offset, and larger distance offset between the subject and the virtual board) for a virtual 2D Fitts’ tapping task using a head- mounted display and found no significant difference in the task completion rates. In contrast, Mine et al. reported a significantly higher task completion rate for co- located conditions [13]. Using head-mounted displays, 18 subjects were tested using a virtual 3D reaching task where the goal was to match the object in the subject’s hand to an identical one located in a virtual environment. It was reported that completion times decreased when the object being manipulated was co-located with the virtual representation of the hand versus when the object was at a fixed offset from the hand. Also, Swapp et al. reported that a co-located setup significantly improved performance metrics for six subjects performing 3 types of virtual tasks: 3D reaching between fixed blocks, 3D maze navigation, and juggling of falling objects
[14]. Three arbitrary levels of difficulty were tested for each task and co-location involved physically aligning the haptic input device in front of a computer display. A possible reason for the inconsistency is that humans can adapt to small mis- alignments between the visual and haptic workspaces for physical pointing tasks, but
10 the level of adaptation is sensitive to task complexity and the amount of practice [15]. This phenomenon is known as the ’prism adaptation’ demonstrated by [16]. Held found that within minutes (usually less than 30), subjects looking through op- tical prisms, which offset their vision by several degrees, were able to adapt their
motor control to compensate for the shift and perform pointing tasks with accuracy similar to their normal, sans-prism performance. Similar hand displacement adapta- tion effects were tested and reported to exist in virtual environments by [17]. Using a virtual object docking task, it was reported that no significant difference existed for completion times and error rates between when there was no visual dislocation
between the virtual and physical hand positions versus when a constant displacement was present.
2.2.4 Effect of Visual Rotations on Task Performance
In addition to translational dislocation in vision described above, rotational disloca- tions can occur if a camera or virtual display provides a viewpoint that does match
the human operator’s. Results in literature consistently reported that performance measures such as completion times and error increase to a maximum when the az- imuth (perpendicular to the ground) rotational difference between the visual and haptic workspaces is ±90◦. Findings also consistently indicated that the effect of visual misalignment may be symmetric about 0◦. Also, studies that tested the 180◦ offset condition reported slightly improved performance at this condition versus 90 and 180◦. However, performance without rotations undoubtedly facilitated the best task performance.
Bernotat was one of the earliest to investigate the effect of rotational misalign- ment between the visual and haptic workspaces in VEs [18]. His experiments tested 30 soldiers’ performance of a joystick-controlled virtual 2D targeting task. The task was to drive a cursor from a starting position to a target position, but under several
11 experimental conditions where the visual display was rotated from 0–360◦ in 45◦ in- crements. Bernotat reported that errors were greatest for the 90 and 270◦ conditions, both of which had mean error approximately 3–5 times higher than the 0◦ case. Also, error was at a local minimum for the 180◦ condition.
Also using joystick controllers, Kim et al. studied the effect of visual perspective rotations for tracking and virtual 3D pick-and-place tasks [4, 19]. They reported results that were consistent with Bernotat’s findings. Specifically, that azimuth angle misalignments caused task completion time to increase to local maximums at 90 and 270◦ for both the tracking and pick-and-place tasks. Similarly, completion times decreased to a local minimum for the 180◦ condition. Subsequently, Blackmon et al. investigated the effect of visual rotations for a virtual 3D whole-arm reaching task using 6 degree-of-freedom (DOF) position trackers for the hand. Four subjects were tested using the 0, 45, and 90◦ azimuth angle visual misalignment conditions. Similar to other studies, the mean task completion times and error magnitudes were highest for the 90◦ case [11]. Recently, Ware and Aresenault examined the effect of visual rotations (from -90 to 90◦) on an 3D orientation-matching task in a co-located fish tank display setup [3].
They reported that 14 subjects’ mean task completion times increased significantly after 45◦ of azimuth angle visual misalignment in either direction. Also, mean com- pletion times were highest for the ±90◦ cases – approximately 3 times higher than the 0–45◦ conditions (for the 2nd attempt means). They also reported the interesting result that performance improved in conditions where a visual rotation was presented along with a haptic workspace translation in the same direction. For instance, if the visual rotation was 45◦ to the right, a haptic workspace translation to the right improved performance. It is possible that performance improved because the haptic workspace translation effectively realigned the arm’s reference frame with the visual
rotation.
12 2.3 Fitts’ Law
In 1954, Paul M. Fitts empirically developed a way to predict movement time for rapid 1D point-to-point reaching motions, now termed Fitts’ task and Fitts’ Law [20, 21]. The basic Fitts’ task involves a user using a stylus to start at rest at a specific location, and then moving the stylus to rest within a designated target area. The empirically identified Fitts’ law formally models the speed/accuracy trade-offs
in rapid, aimed movement. According to Fitts’ law, the time it takes for a human to move and point to a target is a logarithmic function of the relative spatial error, as in D MT = a + b log (2 ) (2.1) 2 W where MT is the movement time, D is the distance from the starting point to the center of the target, W is the width of the target, and constant parameters a and b
D are identified by linear regression. The term log2(2 W ) is called the index of difficulty (ID). ID is a measure of the difficulty of the motor task, and carries the unit of ‘bits,’ in reference to an information theoretic interpretation of Fitts’ Law. The constants a and b are empirically determined through linear regression of the movement time data for a given system. If MT is measured in seconds, a has a unit of seconds, and b has a unit of ‘bits/second’. Specifically, 1/b is called the index of performance and measures the information capacity of the system. Although the basic interpretation of the Fitts’ Law is one-dimensional, Fitts’ task is applicable to and can be executed in one, two, and three spatial dimensions [22]. Fitts’ task has also been used to study a myriad of computer input devices, including digital pointers, computer mouse inputs, and haptic devices [23, 24]. Recently, Soukoreff and Mackenzie encouraged the use of Shannon’s formulation of Fitts’ Law because it is truer to the original Shannon-Heartly channel capacity theorem that the law was based on and has been shown to produce better fits to
13 empirical data [25]. The Shannon formulation is