Manual And Virtual Rotation MANUAL AND VIRTUAL ROTATIONcontrols the rotation of objects via motor...

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Manual And Virtual Rotation Page 1 Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of Experimental Psychology: Applied, 7, 286-296. MANUAL AND VIRTUAL ROTATION Manual and Virtual Rotation of a Three-Dimensional Object Roy A. Ruddle Dylan M. Jones Cardiff University

Transcript of Manual And Virtual Rotation MANUAL AND VIRTUAL ROTATIONcontrols the rotation of objects via motor...

  • Manual And Virtual Rotation

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    MANUAL AND VIRTUAL ROTATION

    Manual and Virtual Rotation of a Three-Dimensional Object

    Roy A. Ruddle

    Dylan M. Jones

    Cardiff University

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    Abstract

    An orientation-matching task, based on a mental rotation paradigm, was used to investigate

    how participants manually rotated a Shepard-Metzler object in the real world and in an

    immersive virtual environment (VE). Participants performed manual rotation quicker and

    more efficiently than virtual rotation but the general pattern of results was similar for both.

    The rate of rotation increased with the starting angle between the stimuli meaning that, in

    common with many motor tasks, an amplitude-based relationship such as Fitts’ Law is

    applicable. When rotation was inefficient (i.e., not by the shortest path) it was often because

    participants incorrectly perceived the orientation of one of the objects, and this happened

    more in the VE than in the real world. Thus, VEs allow objects to be manipulated naturally to

    a limited extent, indicating the need for timing scale factors to be used for applications such

    as method-time-motion studies of manufacturing operations.

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    Manual and Virtual Rotation of a Three-Dimensional Object

    A goal of many virtual environment (VE; virtual reality) applications is to allow users

    to interact “naturally” with 3D computer-generated objects. If natural interaction can be

    achieved then not only would the interface exploit well-practiced motor skills, but real-world

    operations such as manual handling tasks, that involve human operators, could be realistically

    simulated in real time. This holds manifold advantages in manufacturing design. For

    example, it would allow accurate method-time-motion studies to be performed using VEs to

    optimize processes within each cell of a manufacturing facility, the lifting requirements of

    different tasks to be assessed using actual human motion, “what if” scenarios to be easily

    investigated, and provide a new mechanism for training production operators.

    One component of interaction is the free-form (unconstrained) rotation of objects.

    This is an everyday task, but one that is poorly understood in the cognitive domain. The

    present article reports the findings of three experiments that studied aspects of free-form

    manual (real world) and virtual object rotation, and had three primary goals. First, to

    understand the effect of axes of rotation and angles of separation on the manner in which

    people perform manual rotation. Second, to determine the extent to which people can rotate

    objects naturally in a VE and, third, to investigate some of the factors that cause the

    differences between manual and virtual rotation. First, however, we consider existing studies

    of manual and virtual rotation, and investigations of a related task, mental rotation.

    Background

    The first study of mental rotation was published approximately 30 years ago (R.

    Shepard & J. Metzler, 1971) and the primary finding, the linear relationship between reaction

    time and angular displacement for a handedness recognition task, has proved to be very

    robust. Although there are circumstances under which mental rotation does not appear to take

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    place (Cohen & Kubovy, 1993), the original finding has been repeated for both 2D and 3D

    objects, drawings of objects and the objects themselves, binocular and monocular viewing

    conditions, stimuli of different complexities, and “possible” and “impossible” shapes (e.g.,

    Bethell-Fox & R. Shepard, 1988; Dror, Ivey, & Rogus, 1997; Kaushall & Parsons, 1981; S.

    Shepard & D. Metzler, 1988).

    Wohlschläger and Wohlschläger (1998, see also Wexler, Kosslyn, & Berthoz, 1998)

    put forward a common-processing hypothesis which suggested there is a single process that

    controls the rotation of objects via motor commands and mental changes in the visuospatial

    representation of objects. This hypothesis states that mental and manual rotation should be

    affected in the same way by the same factors, and this type of relationship is found in some

    other types of motor task, for example, both imagined and actual pointing follow Fitts’ law

    (Maruff et al., 1999).

    In the context of the mental rotation paradigm, the common processing hypothesis

    predicts that the time taken to perform manual rotation will increase linearly with the angle

    between two objects’ orientations, and will be affected by the orientation of the objects with

    respect to three different sets of axes (Parsons, 1995; see Figure 1): the major limb of the

    objects (O), the principal axes of the person (viewer; V), and the axis that defines the shortest

    angular path of rotation (R; this is unique for any pair of orientations, unless they differ by

    180°). Alignment of all three produces an arrangement known as the OVR condition, whereas

    the general condition occurs when none are aligned. In between are conditions where either

    the rotation and object, or rotation and viewer, axes are aligned. Parsons showed that people

    are progressively less accurate at imagining rotational transformations as the alignment is

    changed from the OVR to the general condition.

    Manual and virtual rotation involve the comparison of the orientations of different

    objects and the execution of motor tasks to change those orientations. The purpose of the

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    present study is to compare manual and virtual rotation, and to explain the differences that

    occur in terms of the differences that exist between real and virtual environments in the

    perception of objects’ orientations and the interface used to perform motor tasks.

    A variety of object manipulation interfaces have been developed for use in VEs (for a

    review, see Hand, 1997). Studies have shown that efficient (i.e., straight line) translations are

    straightforward to perform, although accuracy is more difficult to achieve in depth than in the

    viewing plane (Boritz & Booth, 1997). Rotational movements are performed less efficiently

    (Zhai & Milgram, 1998) and, therefore, are of particular interest to researchers. However,

    general 3D rotations are performed more quickly if all three degrees-of-freedom (DOFs) can

    be controlled simultaneously using a single input device, rather than separately (Chen,

    Mountford, & Sellen, 1988; Hinckley, Tullio, Pausch, Proffitt, & Kassell, 1997).

    The two most common interfaces that allow simultaneous control are props and

    virtual hands. A prop is a physical object that contains a six DOF sensor and which a user

    holds in their hands. Hence, some haptic feedback is provided. The sensor continually

    measures position and orientation of the prop and, typically, movements of the prop produce

    corresponding changes in the position and orientation of the virtual object that is being

    manipulated. With a virtual hands interface a six DOF sensor is attached to each of the user’s

    hands and the user places their hands around the virtual object, as if they were holding it. A

    disadvantage of this type of interface is that clutching (the process of swapping hands when

    turning an object through a large angle) has to be specified explicitly (e.g., by holding down a

    button) instead of being automatic. For this reason, props are most likely to facilitate natural

    interaction and have been shown experimentally to allow rotations to be performed 20%

    quicker than with virtual hands (Zhai, Milgram, & Buxton, 1996).

    Props vary in terms of their haptic correspondence with the object that is being

    manipulated. Rotation becomes quicker when the prop has the same size, shape and inertial

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    characteristics as the object (Wang & MacKenzie, 1999a; see also Ware & Rose, 1998), and

    slower when orientation disparity is deliberately introduced (Wang & MacKenzie, 1999b).

    However, in manufacturing design applications, where the virtual objects do not yet exist in a

    physical form, “realistic” props are not a viable option. A common, practical alternative is to

    use a sphere-shaped prop, and this also minimises the haptic conflicts that occur when many

    different objects are being manipulated in a VE.

    Another factor that affects interfaces for object rotation is the number of hands that

    are used. Small rotations (e.g., up to 45°) can be performed quickly using one hand (Wang &

    MacKenzie, 1999a; 1999b; 2000) but two hands are typically preferred by users (Mapes &

    Moshell, 1995) and aid clutching when large rotational movements are being performed.

    The orientation of a hand-held object can be perceived both haptically and visually. In

    contrast, only visual information can be used to perceive the orientation of a virtual object

    that is manipulated using an interface such as sphere-shaped prop. Lighting conditions and

    surface shading affect the way objects are perceived (e.g., Mamassian & Kersten, 1996; Tarr,

    Kersten, & Bülthoff, 1998) and, although studies of object recognition are often performed

    using computer-generated (i.e., virtual) images rather than physical objects, and Johnston and

    Curran (1996) found similar effects when they compared real and virtual (Phong-shaded)

    stimuli, the former contain more subtle variations in appearance which may aid orientation

    perception and the discrimination of the different parts of an object.

    To determine fully the extent to which a person can rotate an object naturally in a VE,

    measures must be made of the time taken, the path through which the object is moved, and

    the movements made by the person. The term “mental rotation” was coined because the

    linear relationship found by Shepard and Metzler (1971) was what would have occurred if

    participants had performed the task by rotating their mental image of the objects at a constant

    angular velocity, along a path that increased linearly in length with the angular separation

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    Experimental Psychology: Applied, 7, 286-296.

    between the two stimuli. Rotation about the shortest path satisfies this linear relationship, but

    other geometrical bases of rotation, for example, spin-precession (simultaneous rotation

    about two different axes (e.g., axes in the object’s and viewer’s reference frame)), and

    rotation-by-dimensions (a sequence of rotation axes; Parsons, 1987), do not.

    To date, however, most studies of mental, manual and virtual rotation have only

    measured rotation time, and used the shortest path to infer the rotation rate. Exceptions are

    Wohlschläger and Wohlschläger (1998) who analyzed the threshold at which participants

    were as likely to turn the object in the opposite direction to the shortest path as follow the

    shortest path (the object was turned using a knob), and Zhai & Milgram (1998) who

    compared the cumulative angle participants turned a virtual object through with the minimum

    possible angle. Human body movements have not been studied in manual or virtual rotation

    tasks and, although shape and orientation affect the way objects are grasped (Mamassian,

    1997) and biomechanical limitations affect the way in which objects are manipulated, these

    factors are outside the scope of the present study.

    We used the simultaneous presentation mental rotation paradigm to study how

    participants rotated a 3D object in the real world (Experiment 1) and in an immersive VE

    (Experiments 2 and 3). All the experiments used three different initial angular separations

    between pairs of objects (90º (practice trials), and 45º and 135º (test trials)) and two

    combinations of axis alignment (OVR and general; see Figure 1). In all of the trials the

    stimuli had the same handedness. The studies were designed to investigate the paths through

    which participants rotated manual and virtual objects, as well as how long they took.

    Experiment 1

    Method

    Participants. Six men and six women, aged 19 to 24 years, took part in the

    experiment. All the participants were either undergraduates or graduates, who volunteered for

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    Experimental Psychology: Applied, 7, 286-296.

    the experiment and were paid an honorarium for their participation. A repeated measures,

    within-participants design was used (see below).

    Materials. Two wooden models of the Shepard-Metzler object used by Parsons (1995)

    were constructed. The wood had a 50 x 50 mm cross section, so the longest side of each

    object was 250 mm. Each object’s orientation was measured by a Polhemus Fastrak magnetic

    sensor that transmitted data via the MR Toolkit (Green, 1995). Six orientation pairs for each

    angle/axis were pre-computed using random rotations that satisfied the OVR and general

    alignment conditions, as appropriate. For the OVR condition the principal axis of the object

    coincided with the axis of the shortest path of rotation, and there were two pairs of

    orientations in which these axes were aligned with each of the viewer’s axes (X, Y and Z; see

    Figure 1). For the general condition the shortest rotation axis was always in a direction that

    bisected the principal axes of the viewer (e.g., {x, y, z} = {0.58, 0.58, 0.58} or {-0.58, 0.58,

    0.58}) and in one orientation of each pair the principal axis of the object bisected the

    principal axes of the viewer in another direction (e.g., {x, y, z} = {-0.58, 0.58, 0.58} or {-

    0.58, 0.58, -0.58}). For both the OVR and the general condition the rotation of the object

    about its principal axis was calculated randomly.

    Procedure. Participants were run individually and performed the trials in a standing

    position because this allowed greater freedom of movement than when sitting down. One

    object (the target object) was mounted on a tripod 0.8 m in front of a participant and 0.8 m

    below their eye level, and they held the other (mobile) object in their hands. After

    familiarizing themselves with the shape of the object, each participant performed 12 practice

    trials, had a short rest, and then performed 24 test trials.

    At the start of each trial the participant was blindfolded. The experimenter then used

    the VE software of Experiment 2 to set the target object at a pre-computed orientation. Next,

    the experimenter placed the mobile object in the participant’s hands and used the VE

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    software to set the object at another pre-computed orientation. Then the experimenter pressed

    a key to blank the VE display and begin recording orientation data for the mobile object, and

    removed the participant’s blindfold. They rotated the mobile object “as fast and as accurately

    as possible” until they judged that it matched the orientation of the target, and said “OK”. The

    experimenter pressed a key that caused the data recording to be stopped and the angular

    difference between the two finishing world-referenced orientations (the error) to be displayed

    as a text message on a computer monitor for the participant to see. A world (scene-based)

    reference frame was used because that has been shown to be dominant when participants

    make orientation-matching judgements (Hinton & Parsons, 1988). The purpose of this

    message was to help ensure each participant placed a similar emphasis on finishing accuracy

    in the trials. Error feedback proved to be a more practical way of achieving this than

    terminating each trial automatically once participants had held the mobile object within a

    certain angular tolerance of the target’s orientation for a given amount of time. Every

    participant used the same pre-computed orientation pairs but the order of presentation was

    random, as was the orientation within each pair that was chosen for the target and mobile

    objects.

    Results

    Preliminary Data Analysis. The orientation of the mobile object was recorded at a rate

    of 12.5 Hz. Inspection of these data showed that participants quickly rotated the object until it

    was in approximately the correct orientation (the rotation stage) and then sometimes spent a

    considerable time trying to get the orientation exactly right (fine tuning). In fact the task was

    “impossible” because two identical objects can only have an identical appearance if they

    overlap with one another in space. Our interest lay in the large manipulations that were made

    so the data for the rotation stage of each trial were extracted using the following two

    techniques that identified the beginning and end of the rotation stage, respectively. The

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

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    techniques were implemented in software but, for clarity, are described as if they were

    performed by hand. Both started by plotting a curve that showed how the angle between the

    mobile and target objects varied during a trial. For each data point, this angle was the

    absolute value of the angular separation between the objects, calculated for rotation about the

    shortest angular path between the objects at that moment in time.

    The data at the start of each trial contained a period of time when participants were

    still blindfolded. The beginning of the rotation stage was identified by fitting a cubic Bezier

    spline to the curve and calculating the time at which the gradient of the spline first exceeded

    10 degrees/sec. The end of the rotation stage was defined as the time at which the mobile

    object first came within 20º of the target and then remained within 20º for the remainder of

    the trial.

    Clearly, the two parameters that were used (10 deg/sec and 20º amplitude) are

    subjective but graphical inspection of the data for every trial indicated that they were

    appropriate. A trial was discarded if the spline indicated that the rotation stage started at the

    beginning of the trial (an impossibility because the participant was still wearing the

    blindfold), the orientation of mobile object at the beginning of the rotation stage differed by

    more than 10º from it’s “official” starting orientation, or the mobile object never satisfied the

    20º criterion. Overall, 9% of the trials were discarded.

    The amplitude criterion meant that it was possible for a participant to complete each

    trial by rotating the mobile object through much less than the nominal angle (45º or 135º).

    However, inspection of the data showed that the mean angular difference between mobile

    object’s orientation at the start and end of the rotation stage of the non-discarded trials was

    only 6º less than the nominal angles.

    The data reported below are for the rotation stage of the non-discarded trials. All the

    data were analyzed using analyses of variance (ANOVAs) that treated the angle (45º or 135º)

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    Experimental Psychology: Applied, 7, 286-296.

    and axis alignment (OVR or general) as repeated measures. Only significant interactions are

    reported. Mean data for these analyses are shown in Table 1, along with the mean time taken

    in the fine tuning stage. Overall, the mean time for the initiation stage was 1.7 s.

    Rotation time. The distribution of participants’ time data was normalized using a

    logarithmic transformation. A repeated measures ANOVA showed that, as expected,

    participants took less time to complete the rotation stage in the 45º trials than in the 135º

    trials, F(1, 11) = 63.78, MSE = 0.02, p < .01, and they also took less time to complete the

    OVR trials than the general trials, F(1, 11) = 28.45, MSE = 0.02, p < .01.

    Mean rotation rate. The distribution of these data was normalized using a logarithmic

    transformation. A repeated measures ANOVA showed that participants mean rate of rotation

    was slower in the 45º trials than in the 135º trials, F(1, 11) = 38.35, MSE = 0.01, p < .01, but

    there was no effect of axis combination, F(1, 11) = 3.00, MSE < 0.01, p = .11. This indicates

    that the principal reason participants took longer to complete the general trials than the OVR

    trials was because they rotated the mobile object further, rather than more slowly.

    Rotation efficiency. One of the primary goals of this study was to provide information

    about how participants rotated the mobile object, as well as the length of time they took. Two

    measures of participants’ rotation efficiency were used: the percentage extra angle of rotation

    (PE-angle), and the object’s root mean square (RMS) angular deviation from the shortest

    path. The PE-angle metric was suggested by Zhai & Milgram (1998) and a similar technique

    has been used to measure wayfinding efficiency in navigation studies (e.g., Ruddle, Payne, &

    Jones, 1999). It is calculated as PE-angle = 100 * (Ac - Am) / Am, where Ac is the cumulative

    angle of rotation during the rotation stage of a trial and Am is the angle between the starting

    and finishing orientations of the mobile object. The RMS deviation metric is calculated as

    RMS = √(∑(ai * a

    i) / n), where i is in the range 1 to n, n is the number of time steps in the

    rotation stage, and ai is the angular separation of the mobile object’s orientation from the

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    shortest path of rotation between the mobile object’s orientation at the start of the rotation

    stage and the target’s orientation (calculated using an iterative algorithm). Neither the PE-

    angle nor the RMS deviation metric is suitable on its own because a trial with a large PE-

    angle might not deviate far from the shortest path, and a trial with a low RMS error could still

    contain a lot of back and forth movement.

    The distributions of participants’ PE-angle and RMS deviation data were both

    normalized using a logarithmic transformation. For the former, a repeated measures ANOVA

    showed no effect of angle, F(1, 11) = 2.19, MSE = 0.08, p = .17, but there was an effect of

    axis combination, F(1, 11) = 36.47, MSE = 0.09, p < .01. For the RMS deviation, a repeated

    measures ANOVA showed main effects of angle, F(1, 11) = 79.43, MSE = 0.02, p < .01, and

    axis combination, F(1, 11) = 51.07, MSE = 0.03, p < .01. Taken together, these data show

    that the OVR trials were very efficient. Participants rotated the mobile object approximately

    25% further than they had to and deviated by only a small amount from the shortest path. By

    contrast, the 135º-general condition was particularly inefficient.

    To provide an explanation each trial was classified according to whether the mobile

    object was initially rotated towards or away from the target, with the latter referred to as

    incorrect direction of rotation (IDOR). The amount of rotation required before this

    classification was performed only had a small effect on the percentage of trials in each

    category and didn’t change the overall pattern of the data. Using a 20º rotation criterion, a

    repeated measures ANOVA showed main effects of angle, F(1, 11) = 8.63, MSE = 402.46, p

    = .01, and axis combination, F(1, 11) = 6.43, MSE = 335.41, p = .03, and there was also a

    significant interaction, F(1, 11) = 8.11, MSE = 407.63, p = .02. IDOR trials occurred more

    than three times more frequently in the 135º-general condition than in any other condition

    and manual inspection showed that, after the initial incorrect rotation, participants quite often

    paused with the short and long stubs of the object swapped over (180º error) before correcting

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    themselves. Referring back to Table 1, the frequency of the IDOR trials and the 180º errors

    explain why the RMS deviation was so large in the 135º-general condition.

    Discussion

    The results of this experiment are interpreted in the context of the common processing

    hypothesis (Wohlschläger & Wohlschläger, 1998). The time and rotation rate data show that

    participants took longer to complete the trials when the axes were not aligned (the general

    condition) and the rate of rotation increased with the angle between the stimuli. The first

    finding is in agreement with mental rotation studies. The second finding is in agreement to

    studies of simple motor tasks but contrary to mental rotation. Thus manual and mental

    rotation may share some common processes but there is also at least one notable difference.

    The manner in which participants rotated the mobile object is indicated by the

    efficiency data. These show that participants used a near-shortest path when the experimental

    design was “friendly” (the OVR condition) but a very inefficient path in the 135º-general

    condition. With all three types of rotation strategy that were suggested by Parsons (1987) (the

    optimum axis (shortest path), spin-precession (simultaneous rotation about two different axes

    (e.g., axes in the object’s and viewer’s reference frame), and rotation-by-dimensions (a

    sequence of rotation axes)) the angle between the mobile and target object would have

    decreased throughout the trial. The present experiment is not able to test for particular

    rotation strategies but the data do indicate that the angle between the objects sometimes

    initially increased (the IDOR trials) and often oscillated. This suggests that the primary

    causes of rotation inefficiency were errors in participants’ perceptions of the objects

    orientations or execution of the rotational responses, rather than following a deliberate, but

    non-optimal, path.

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    Finally, the metrics used to analyze the data from Experiment 1 provided stable

    measures of rotation performance. In turn, this establishes a baseline for manual rotation of

    one particular object that can be used to compare rotation tasks that are performed in VEs.

    Experiment 2

    Experiment 2 recreated the first experiment in an immersive VE (a VE shown using a

    head-mounted display (HMD)). As well as viewing a virtual, rather than physical, object two

    additional differences between the two experiments should be noted. First, the interface used

    in Experiment 2 was a spherical prop. A two-handed, prop-type interface was chosen because

    it allows more rapid rotation than virtual hands, and the process of clutching becomes

    automatic. It would have been possible to use a prop that was the same size and shape as the

    Shepard-Metzler object but in most VE applications, as has already been noted, users

    manipulate many different objects. Therefore, a spherical shape is a more practical choice

    because it has neutral orientation disparity. Second, the virtual objects were scaled by a factor

    of 0.3 compared with the physical objects so that the target and mobile objects could be seen

    simultaneously in the HMD, but it should be emphasised that participants never saw the

    physical objects.

    Method

    Participants. Six men and six women, aged 19 to 37 years, took part in the

    experiment. All the participants were either undergraduates or graduates, who volunteered for

    the experiment and were paid an honorarium for their participation. None had participated in

    Experiment 1.

    Materials. The VE software was designed and programmed by the authors, and ran on

    a Silicon Graphics Maximum IMPACT workstation. The HMD was a Virtual Research VR4

    (247 x 230 pixel resolution; 48º x 36º field of view) and head-tracking was performed using a

    Fastrak sensor. Images were displayed in stereo in the HMD and the inter-pupilary distance

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    Experimental Psychology: Applied, 7, 286-296.

    was adjusted for each participant. Participants rotated the mobile object by rotating a hockey

    ball prop (a 72 mm diameter sphere that contained a Fastrak sensor) and there was 1:1

    correspondence between rotations of the object and prop. The design of the application meant

    that the maximum lag in the system was the same as the graphics frame rate (80 ms). At the

    fastest of the mean rotation rates in Experiment 1 (135-OVR), this corresponds to an angular

    lag of 7°.

    The virtual objects were displayed one above the other in the HMD at a center-to-

    center spacing of 0.11 m, corresponding to a visual angle of 18°. A pilot investigation showed

    that this was preferable to displaying them side by side. The mid-point between the upper

    (target) and lower (mobile) object was horizontally in front of the participant’s eyes. This

    meant the HMD was balanced and minimized neck strain.

    Procedure. People are used to manipulating objects in the real world but none of the

    participants had previously used a prop interface for a VE, so the experiment was divided into

    two phases. In the first phase a participant was trained to rotate virtual objects using the prop.

    In Phase 2 the participant performed the orientation-matching task of Experiment 1.

    A participant started Phase 1 by rotating a virtual object for a few minutes to

    familiarize themselves with using the prop and the HMD. Then they did thirty trials in which

    they had to rotate the prop so a mobile virtual object continuously matched the orientation of

    a spinning target. The trials were split into five blocks, and within each there were three

    different shapes of object (an aircraft, a cow and a canon), three rates of spin (30, 60 and 90

    degrees/sec) and spinning axes that were either constant or changed continuously. The axes

    always lay in the participant’s XY, XZ, or YZ plane (the orientation of participants’

    (viewer’s) axes are shown in Figure 1), which meant they were different to the shortest path

    axes used in the orientation-matching task. In each trial the target object was stationary for 3

    s and then spun for 30 s. As a whole, this phase trained the participant to use the prop,

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    Experimental Psychology: Applied, 7, 286-296.

    without familiarizing them with the Shepard-Metzler object used in Phase 2, or specifically

    training them to perform rotations using either a constant axis or a constantly-varying axis.

    The virtual objects used for the orientation-matching task (Phase 2) were the same

    shape as the physical objects used in Experiment 1, but were scaled by a factor of 0.3 (see

    above). The objects were texture mapped with the pattern of wood. The task used the same

    practice (90º) and test (45º and 135º) orientation pairs as Experiment 1 and, as before, they

    were presented in a random order. At the start of each trial a sphere was displayed in the

    position where the objects would appear. When the participant was looking at the sphere the

    experimenter pressed a key, which caused the sphere to be replaced by the two objects in one

    set of the pre-computed orientation pairs. The participant rotated the mobile object “as fast

    and as accurately as possible” until they judged that it matched the orientation of the target,

    and said “OK”. Then the experimenter pressed a key that terminated the trial and caused the

    angular error message to be displayed in the HMD.

    As precautionary measure, symptoms of VE sickness were monitored for 1 hr at the

    end of the experiment, using the Short Symptom Checklist developed by Cobb, Nichols,

    Ramsey, and Wilson (1999). These data are not reported here.

    Results

    For consistency, the rotation stage was extracted from the data for each trial using the

    same two techniques that were used in Experiment 1. The rotation stage data were then

    analyzed using the same type of data transformation (logarithmic) and repeated measures

    ANOVAs as were used in Experiment 1. Mean data for all of these analyses except the

    interface training are shown in Table 2, along with the mean time taken in the fine tuning

    stage.

    Interface training. Participants’ mean orientation error during the interface training

    was analyzed using an ANOVA that treated the trial block and rotation rate as repeated

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    measures. This ANOVA showed main effects of trial block, F(4, 11) = 8.78, MSE = 329.22,

    p < .01, and rotation rate, F(2, 11) = 63.55, MSE = 290.14, p < .01 (see Figure 2). The

    magnitude of the mean errors is an indication of the difficulty of the task, particularly with

    rotation at 90 degrees/sec. The important things to note are the improvement that took place

    in participants’ performance, and the plateauing-out of the errors in the final two blocks.

    Rotation time and rate. A repeated measures ANOVA showed that participants took

    less time to complete the rotation stage in the 45º trials than in the 135º trials, F(1, 11) =

    59.55, MSE = 0.03, p < .01, and there was a reduced effect of axis combination, F(1, 11) =

    4.27, MSE = 0.03, p = .06. Analysis of the mean rotation rate data showed that participants

    rotated the object slower in the 45º trials than in the 135º trials, F(1, 11) = 130.17, MSE <

    0.01, p < .01, but there was no effect of axis combination, F(1, 11) = 1.18, MSE < 0.01, p =

    .30.

    Rotation efficiency. As in Experiment 1, the efficiency of each trial was analyzed

    using the PE-angle, RMS deviation, and IDOR data. For the PE-angle data, a repeated

    measures ANOVA showed reduced effects of angle, F(1, 11) = 4.20, MSE = 0.05, p = .07,

    and axis combination, F(1, 11) = 3.52, MSE = 0.09, p = .09. A repeated measures ANOVA of

    the RMS deviation data showed main effects of angle, F(1, 11) = 50.92, MSE = 0.03, p < .01,

    and axis combination, F(1, 11) = 14.93, MSE = 0.02, p < .01, and a significant interaction,

    F(1, 11) = 11.35, MSE = 0.01, p < .01. For the IDOR data, a repeated measures ANOVA

    showed a main effect of angle, F(1, 11) = 13.65, MSE = 349.30, p < .01, but not of axis

    combination, F(1, 11) = 0.17, MSE = 407.00, p = .68. However, there was a significant

    interaction, F(1, 11) = 9.18, MSE = 249.55, p = .01.

    Comparison with Experiment 1. The general pattern of results was similar in the two

    experiments, but that for some of the data there was also a considerable difference in

    performance. To investigate real-world vs. VE differences the data were reanalyzed using

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    ANOVAs that treated the angle and axis combination as repeated measures (as before) and

    the experiment as a between-participants factor.

    Participants completed the rotation stage significantly faster in the real world than in

    the VE, F(1, 22) = 18.91, MSE = 0.07, p < .01, and the rotation rates were slightly greater in

    the real world, F(1, 22) = 3.02, MSE = 0.04, p = .10. Participants’ PE-angle was significantly

    lower in the real world than in the VE, F(1, 22) = 9.14, MSE = 0.35, p < .01, and there was a

    significant interaction between experiment and axis combination, F(1, 22) = 9.23, MSE =

    0.09, p < .01. There were similar effects for the RMS data. Participants’ RMS deviation was

    significantly lower in the real world experiment than in the VE experiment, F(1, 22) = 13.00,

    MSE = 0.07, p < .01, and there was a significant interaction between experiment and axis

    combination, F(1, 22) = 7.75, MSE = 0.03, p < .01. There was no difference between the two

    experiments for the IDOR data, F(1, 22) = 1.35, MSE = 790.21, p = .26.

    Discussion

    Although the general pattern of results in the two experiments was similar,

    participants’ rotations took 80% more time in the VE experiment than in the real world

    experiment. The difference was because virtual rotation was less efficient than manual

    rotation (participants rotated the object through a greater angle in the former), rather than a

    significant change in the rate of rotation, and the change in efficiency was particularly

    notable in the OVR condition. All the participants performed clutching while rotating the

    prop.

    Factors that are likely to have contributed to the reduced efficiency of virtual rotation

    can be divided into those that affected participants’ ability to: (a) perceive the objects’

    orientation, or (b) efficiently perform the motor task of rotation. Within the perception

    category there are four factors. First, the objects’ position (horizontally in front of

    participants’ eyes) may have made it more difficult for participants to discriminate between

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    the short and long stubs of the objects and, therefore, to determine the objects’ orientations.

    However, an earlier VE study found similar rotation performance when objects were

    positioned in front of participants’ eyes or at waist level (Ruddle, Huddart, & Jones, 1999).

    Second, in the real world experiment participants were instructed to hold the mobile object

    with one hand on each stub. This meant that participants could identify the two stubs and,

    hence, obtain information about the object’s orientation both visually and haptically. In the

    VE experiment, participants were only provided with the visual information. Third, informal

    observation suggests that participants used different strategies to match the orientations in the

    two experiments. In the VE experiment participants often matched the appearances of

    particular surfaces on the objects, using the VE’s lighting conditions, whereas in the real

    world experiment participants matched the overall orientation of the objects’ three parts.

    Similarities can be drawn between this and mental rotation, where the effects of stimulus

    complexity disappeared with continued practice, suggesting that participants rotated an object

    piece by piece when it was unfamiliar but as a whole once it was well learned (Bethell-Fox &

    Shepard, 1988). However, it should be emphasized that participants peformed equal amounts

    of practice in Experiments 1 and 2 of the present study. Fourth, in Experiment 2 participants

    may have deliberately rotated the mobile object to help determine its orientation. In other

    words, participants may have made pragmatic actions (Kirsh & Maglio, 1994) to help

    overcome their difficulty in perceiving the mobile object’s orientation.

    In the motor task category it was noticeable that there were occasions during the

    spinning object training when participants had difficulty rotating the mobile object in the

    direction they intended. Although participants improved significantly during the training

    there are likely to be some inherent difficulties rotating virtual objects. One is the conflict

    between the shape and inertia of the prop and the virtual object. Although this could be

    overcome a key objective of many VE applications, particularly those concerned with

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    manufacturing design, is to allow people to interact with virtual objects that do not exist

    physically. A second is that in the real world experiment participants were instructed to hold

    the object with one hand on each stub, so the axis that defined the shortest path of rotation in

    the OVR trials was also the axis that connected participants’ hands. In the VE experiment

    participants tended to rotate the prop by moving their fingers.

    The first two experiments demonstrated that people can perform virtual rotation in a

    similar manner to manual rotation, but questions remain as to the cause of the performance

    decrease that was observed. In Experiment 3 participants performed the orientation-matching

    task under three conditions that differed either in the difficulty with which the objects’

    orientations could be perceived, or the amount of time for which the objects were visible

    prior to rotation commencing.

    Experiment 3

    The three perception conditions used were: (a) immediate response using the wood-

    textured object, (b) immediate response using the three-colored object, and (c) delayed

    response using the wood-textured object. These are referred to as the textured, colored and

    observe conditions, respectively. The textured condition was the same as in Experiment 2. In

    the colored condition the short and long stubs of the objects were different colors, allowing

    the relative orientation of the mobile and target objects to be easily discriminated, and

    meaning that orientation matching was predicted to take place more quickly than in the

    textured condition. In the observe condition, participants had 10 s in which to perceive the

    objects’ orientation and plan their rotation response. This was also predicted to lead to

    quicker orientation matching than in the textured condition, but no prediction was made

    between the colored and observe conditions.

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    Method

    Participants. Three men and nine women, aged 19 to 26 years, took part in the

    experiment. All the participants were either undergraduates or graduates, who volunteered for

    the experiment and were paid an honorarium for their participation. None had participated in

    the other experiments.

    Materials. The experiment used the same hardware, software, and prop interface as

    Experiment 2. A second version of the Shepard-Metzler object was created. This was the

    same size and shape as the wood-textured version used in Experiment 2 but, instead of being

    textured, the three limbs of the object were each a different color (magenta, cyan or yellow).

    Procedure. The experiment was divided into two phases. Phase 1 was identical to

    Experiment 2. A participant was trained to use the prop interface, using the spinning object

    trials. In Phase 2 the participant performed the orientation-matching task under the three

    perception conditions.

    The textured condition was similar to Experiment 2 but participants were instructed to

    respond immediately the objects became visible. The colored condition was identical to the

    textured condition except that the three-colored version was used for the target and mobile

    objects. In the observe condition participants looked at the objects for 10 s and then

    performed the rotation. During the observation period the prop was de-coupled from the

    mobile object so participants could not change its orientation. The end of the 10 s observation

    period was indicated by a short tone.

    The order in which participants performed the three conditions was balanced using a

    Latin square design. For each condition they performed practice trials (90º angular

    difference) and then test trials (45º and 135º angular differences). Each set of trials used a

    different set of pre-computed orientation pairs. Within each condition the pairs were

    presented in a random order, and within each pair the two orientations were allocated at

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    random to the target and mobile objects. The participant performed 12 practice trials for their

    first condition (as in Experiments 1 and 2) and 6 practice trials for the other conditions. As in

    Experiment 2, symptoms of VE sickness were monitored for 1 hr at the end of the

    experiment, but these data are not reported here.

    Results

    In the textured and colored conditions participants were instructed to respond

    immediately the objects became visible. This meant that there was a greater emphasis on

    speed of response than in Experiments 1 and 2. Data recording started at the same time as the

    objects became visible and that time was taken as the beginning of the rotation stage. The end

    of the rotation stage was defined using the same technique that was used in Experiments 1

    and 2. Overall, the mean lengths of the fine-tuning stages were 3.9 s (textured), 3.6 s

    (colored) and 1.0 s (observe). The rotation stage data were analyzed using the same type of

    data transformation (logarithmic) as were used in the other experiments, and ANOVAs that

    treated the perception condition (textured vs. colored vs. observe), angle (45º vs. 135º) and

    axis combination (OVR vs. general) as repeated measures.

    Rotation time and rate. For the time data, a repeated measures ANOVA showed main

    effects of perception condition, F(2, 11) = 30.53, MSE = 0.01, p < .01, angle, F(1, 11) =

    130.50, MSE = 0.01, p < .01, and axis combination, F(1, 11) = 38.63, MSE = 0.01, p < .01,

    and there was also a significant three-way interaction, F(2, 22) = 3.62, MSE = 0.01, p = .04

    (see Figure 3). Trial completion time became faster as perception of the orientations became

    easier, and within each perception condition the pattern of the results were similar to the other

    experiments. For the rate data, repeated measures ANOVA showed main effects of

    perception condition, F(2, 11) = 5.79, MSE = 0.02, p < .01, and angle, F(1, 11) = 562.34,

    MSE < 0.01, p < .01, but not of axis combination, F(1, 11) = 2.72, MSE < 0.01, p .13. Means

    for the perception conditions were 83 deg/sec (textured), 85 deg/sec (colored) and 71 deg/sec

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    (observe), and were 59 deg/sec and 100 deg/sec for the 45º and 135º angles, respectively. The

    lack of an effect of axis combination is in line with the findings of the other experiments but

    there were significant interactions between axis combination and angle, F(1, 11) = 8.54, MSE

    < 0.01, p = .01, and angle and perception condition, F(2, 22) = 5.48, MSE = 0.01, p = .01.

    Rotation efficiency. The efficiency of each trial was analyzed using the PE-angle,

    RMS deviation, and IDOR data. For the PE-angle data, a repeated measures ANOVA showed

    main effects of perception condition, F(2, 11) = 48.10, MSE = 0.10, p < .01, and axis

    combination, F(1, 11) = 45.23, MSE = 0.03, p < .01, but not of angle, F(1, 11) = 0.02, MSE =

    0.03, p = .88. However, there were significant interactions between axis combination and

    angle, F(1, 11) = 5.57, MSE = 0.06, p = .04, and perception condition and angle, F(1, 11) =

    3.38, MSE = 0.05, p = .05, and a significant three-way interaction, F(2, 22) = 5.52, MSE =

    0.03, p = .01 (see Figure 4). A repeated measures ANOVA of the RMS deviation data

    showed main effects of perception condition, F(2, 11) = 21.81, MSE = 0.04, p < .01, angle,

    F(1, 11) = 192.79, MSE = 0.02, p < .01, and axis combination, F(1, 11) = 80.26, MSE = 0.01,

    p < .01, and there was a significant interaction between axis combination and angle, F(1, 11)

    = 5.57, MSE = 0.02, p = .04 (see Figure 5). A repeated measures ANOVA of the IDOR data

    showed main effects of perception condition, F(2, 11) = 35.53, MSE = 367.80, p < .01, angle,

    F(1, 11) = 20.29, MSE = 269.04, p < .01, and axis combination, F(1, 11) = 9.79, MSE =

    391.79, p < .01. There was a significant interaction between axis combination and angle, F(1,

    11) = 29.19, MSE = 106.80, p < .01, and a significant three-way interaction, F(2, 22) = 5.04,

    MSE = 176.30, p = .02 (see Figure 6).

    Discussion

    As expected, in all five types of data reported above there was a main effect of

    perception condition. The increase in ease with which the orientations of the objects could be

    determined in the colored condition, compared with the textured condition, produced a

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    modest (14%) reduction in rotation time and a corresponding increase in rotation efficiency.

    However, there was no overall change in the percentage of IDOR trials between these two

    conditions, indicating that using color to identify the short and long stubs of the object had no

    initial effect on the ease with which participants could determine the shortest path of rotation.

    There was a large difference in performance between the observe condition and the

    two instantaneous response conditions. During the 10 s of observation participants were able

    to determine the relative orientation of the target and mobile objects so that their initial motor

    response was almost always in the correct direction. In turn, this brought about a decrease in

    rotation time and a corresponding change in efficiency of participants’ rotations. Despite this,

    a sizeable amount of inefficiency remained, probably caused by difficulties in executing the

    motor task of virtual rotation. Although rotation time was least in the observe condition, the

    rate of rotation was slower than in the other two conditions. However, this was probably

    caused by the emphasis on speed of response in those latter conditions.

    General Discussion

    The aim of the present study was to provide information about the manner in which

    people manually rotate objects in the real world, and the extent to which they can perform

    that rotation “naturally” in an immersive VE. While it is acknowledged that objects have

    many properties (e.g., size, weight, and shape) and tasks have many constraints (e.g.,

    precision, or maintaining something “this way up”) that affect rotation, the scope of this study

    was restricted to a small abstract shape that was manipulated freely and spontaneously.

    The general pattern of the data was similar in all three experiments and three main

    findings should be highlighted. First, in common with simple (e.g., one-dimensional) motor

    tasks but in contrast to mental rotation, the mean rate at which rotations were performed

    increased with the angle between the stimuli. Second, under friendly experimental conditions

    (the OVR axis combination) participants performed rotation by using a near-shortest path.

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    Third, when there were inefficiencies in participants’ rotations they were caused by errors in

    the perception of the objects’ orientations or the motor response for rotation, rather than a

    deliberate but non-optimal path. Thus, some support was found for the common processing

    hypothesis (Wohlschläger & Wohlschläger, 1998) but there are also clear differences

    between manual and mental rotation.

    When performed under similar conditions (Experiments 1 and 2) virtual rotation was

    almost twice as inefficient as manual rotation (see the PE-angle data, above). Under easier

    experimental conditions (the observe condition of Experiment 3), the time required to

    perform virtual rotation, and the efficiency with which it was performed, became similar to

    that rotating an object manually and responding instantaneously. This shows that a large

    amount of the difference between manual and virtual rotation that was observed in the first

    two experiments was caused by the difficulty participants had perceiving the orientation of

    the objects in the VE, and the difference was present despite the fact that the images were

    displayed in stereo and standard rendering techniques (directional lighting and Phong

    shading) were used. Of course, if manual rotation were studied using the observe condition

    then further improvement would be likely. Therefore, some residual inefficiency remains in

    the motor task of virtual rotation but this is to be expected given the differences in the shape

    and inertia of the virtual objects and the prop.

    The three-colored object was used to explicitly identify the short and long stubs of the

    objects and, therefore, remove one source of error that occurred in the first two experiments.

    It was particularly effective in increasing the efficiency of trials performed using the most

    difficult combination of angle and axis (135-general), but only to the level of performance

    that occurred in manual rotation. Substantial questions remain about the cause of the

    perceptual problems that participants encountered during virtual rotation and further research

    is required to determine the extent to which they were caused by the optical quality of the

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    HMD (substantially less than that of a computer monitor) or the limitations of computer

    graphics algorithms in general (ray tracing is not possible in real-time and radiosity cannot be

    applied to scenes in which objects or the viewer moves).

    From an applied perspective, this study shows that a spherical prop interface only

    allows virtual objects to be manipulated in a natural manner to a limited extent, even though

    all three rotational degrees of freedom can be varied simultaneously. For example, virtual

    object manipulation times would have to be reduced by a scale factor to provide reliable data

    for method-time-motion studies of manufacturing operations, although the scale factor would

    become closer to one as the operations became more repetitive and the positions and

    orientations of objects became easier to predict.

    Finally, three additional points need to be made. First, the prop-type interface used in

    the present study is just one of many different types of interface that are used in VEs. Further

    investigations are required using alternative interfaces and rotation tasks that have other types

    of constraint. Second, the fine-tuning stage of the trials took substantially longer than the

    rotation stage. This means that the unexpectedly long rotation times recorded in some VE

    studies (e.g., Hinckley et al., 1997; Ware & Rose, 1998) were probably caused by the trial

    completion criterion that were used or an increased emphasis on accuracy, rather than any

    inherent difficulty in performing virtual object rotation. Third, the results help set out a

    manifesto for follow-up research in this understudied area. The data processing techniques

    and metrics used in the present study are well-suited for quantifying the efficiency of free-

    form object rotations performed in real and virtual environments, and other versions of the

    mental rotation paradigm such as successive presentation (Cohen & Kubovy, 1993) could be

    used to investigate the fine tuning stage of rotation, and to distinguish between observation

    time that can be used to perceive objects’ orientation or plan rotational paths.

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    Acknowledgements

    This work was supported by grant GR/L95496 from the Engineering and Physical Sciences

    Research Council. We gratefully acknowledge Raymond Nickerson and the anonymous

    reviewers for their helpful suggestions.

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    Table 1

    Mean Rotation Time and Efficiency Data for the Angles and Axis Alignments in Experiment

    1.

    45º 135º

    OVR General OVR General

    Fine tuning time (s)

    10.4 10.5 9.4 9.4 Rotation stage time (s)

    1.0 1.5 1.9 3.8 Rotation rate (deg/s)

    56.3 54.9 91.1 81.6

    Percentage extra angle (PE-angle)

    25.1 56.4 21.8 112.8 RMS deviation from shortest path (deg)

    9.6 13.6 14.1 38.1 % IDOR trials

    12.9 9.7 13.3 43.3

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    Table 2

    Mean Rotation Time and Efficiency Data for the Angles and Axis Alignments in Experiment

    2.

    45º 135º

    OVR General OVR General

    Fine tuning time (s) 8.3 8.3 9.7 7.0

    Rotation stage time (s) 1.9 2.2 4.0 5.6

    Rotation rate (deg/s) 51.3 46.6 70.2 70.6

    Percentage extra angle (PE-angle) 79.4 92.0 87.1 157.0

    RMS deviation from shortest path (deg) 15.0 17.4 25.4 47.5

    % IDOR trials 22.2 10.8 28.3 44.6

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    Figure Captions

    Figure 1.

    Examples of the axis combinations used in the experiments. The right hand images show the

    stimuli as they appeared in the HMD in Experiments 2 and 3, with the target object on top

    and the mobile object below. The left hand images show the orientation of the target object

    and the axis of the shortest path of rotation (R) between the objects, relative to the principal

    axes of the viewer (Vx, Vy and Vz are rightwards, forwards and upwards, respectively). O is

    the axis of the major limb of the object. From the top the images are for: rotation about the X

    axis (OVR condition), Y axis (OVR condition), Z axis (OVR condition), and the general

    condition. In the general condition the vector R is {0.58, 0.58, 0.58} and O is {-0.58, 0.58,

    0.58}.

    Figure 2.

    Mean orientation error during spinning object interface training in Experiment 2 (and

    standard error of the mean).

    Figure 3.

    Mean rotation time in Experiment 3 (and standard error of the mean).

    Figure 4.

    Percentage extra angle (PE-angle) the mobile object was rotated through in Experiment 3

    (and standard error of the mean).

    Figure 5.

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    Mean root mean square (RMS) deviation of mobile object from the shortest path in

    Experiment 3 (and standard error of the mean).

    Figure 6.

    Mean percentage of trials in Experiment 3 where initial rotation was away from the target

    (IDOR) (and standard error of the mean).

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

    VxOR

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

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    Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of

    Experimental Psychology: Applied, 7, 286-296.

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