Interaction in VR/AR/XR includes fine object manipulation, grasping, and pick and place tasks, but also walking and exploration. Studies show how interaction in XR may differ with respect to similar tasks in the real world. This issue could affect the use of such technologies for industrial and medical training, but also for educational and rehabilitation purposes.
Our goal is to develop innovative solutions to improve interaction in VR/AR/XR to better exploit and take advantage of the potentialities offered by immersive environments.
Ballestin, G., Chessa, M., & Solari, F. (2021). A registration framework for the comparison of video and optical see-through devices in interactive augmented reality. IEEE Access, 9, 64828-64843.
Viola, E., Solari, F., & Chessa, M. (2021). Self Representation and Interaction in Immersive Virtual Reality. In VISIGRAPP (2: HUCAPP) (pp. 237-244).