🤖 AI Summary
This study addresses the limitations of fixed viewpoints in remote VR teleoperation, which impair user comfort, embodiment, and coordination. It presents the first systematic exploration of dynamic viewpoint switching strategies for supernumerary limb teleoperation, introducing a visitor-driven hybrid perspective mechanism that integrates a stabilized first-person view with a decoupled third-person view to accommodate diverse task demands. Through virtual reality experiments combining multi-view rendering, physiological sensing, and behavioral analysis, the research reveals critical trade-offs among navigation efficiency, manipulation accuracy, and embodiment: the third-person view enhances navigational performance and reduces errors, while the anchored first-person view significantly strengthens embodiment. The work further proposes task-oriented guidelines for viewpoint selection, offering both theoretical insights and practical design principles for teleoperation systems.
📝 Abstract
Remote VR teleoperation with supernumerary robotic limbs enables distant users to operate in another's local space. While a shared first-person view aids hand-eye coordination, locking the guest's camera to the host's head can degrade comfort, embodiment, and coordination. Based on a formative study (N=10) using a virtual supernumerary robotic limbs configuration to stress-test coordination, we propose guest-driven perspective switching from a shared first-person baseline (Shared Embodied View) to two alternatives: (a) a stabilized view with guest-controlled rotation (Embedded Anchored View), and (b) a fully decoupled third-person view (Out-of-body View). We ran a user study with 24 pairs (N=48) who switched between the baseline and proposed views as task demands changed. We measured performance, embodiment, fatigue, physiological arousal, and switching behaviors. Our results reveal role-dependent trade-offs: Out-of-body View improves navigation efficiency and reduces errors, while Embedded Anchored View supports embodiment. We conclude with guidelines: use Embedded Anchored View for hand-centric adjustments, Out-of-body View for navigation and object placement, and ensure smooth transitions.