Hostname: page-component-77f85d65b8-2tv5m Total loading time: 0 Render date: 2026-04-21T10:57:14.678Z Has data issue: false hasContentIssue false

Investigating the influence and interplay of physical and virtual traits on the user perception of Mixed Reality prototypes

Published online by Cambridge University Press:  08 November 2024

Christopher Cox*
Affiliation:
School of Electrical, Electronic and Mechanical Engineering, University of Bristol, Bristol, UK
James Gopsill
Affiliation:
School of Electrical, Electronic and Mechanical Engineering, University of Bristol, Bristol, UK
Chris Snider
Affiliation:
School of Electrical, Electronic and Mechanical Engineering, University of Bristol, Bristol, UK
Ben Hicks
Affiliation:
School of Electrical, Electronic and Mechanical Engineering, University of Bristol, Bristol, UK
*
Corresponding author Christopher Cox christopher.cox@bristol.ac.uk
Rights & Permissions [Opens in a new window]

Abstract

Mixed Reality enables individuals to visualise and interact with artefacts and environments through a combination of physical and virtual assets. It has received increased interest from the design community as a means to accelerate, enrich and enhance prototyping activities. This article concerns MR’s ability to deceive an individual through the combination of virtual and physical assets and their underlying traits (e.g., mass, size), and a user’s cognitive ability to ‘join the dots’. If properly implemented, MR could save time and resources by reducing the required prototype fidelity and the need to fully realise variants. However, there is a gap in understanding how the traits of physical and virtual assets and cognition combine to form reality. This article presents a study investigated the role mass, virtual and physical model size played on users perception of an MR prototype. The relative impact of these factors was determined by varying these parameters and assessing the user’s perceived change. The key finding from this study was that the virtual model size had a far greater influence on prototype perceived by the user. This suggests that the required physical fidelity of an MR prototype can be lower than the virtual. Furthermore, exploring size design variants can be achieved exclusively through changes to the virtual model.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Müller-Lyer illusion: The addition of angled “wings” to identical, parallel lines causes the impression that the lines are of differing lengths.

Figure 1

Figure 2. Mixed Reality spectrum as defined by Milgram & Fumio (1994).

Figure 2

Figure 3. Taxonomy of Mixed Reality prototype fidelity (Cox, Hicks, & Gopsill 2022).

Figure 3

Table 1. Study hypotheses with rationale, supporting references and analysis overview

Figure 4

Figure 4. Examples of cordless electric drills from (Bosch 2023; DeWalt 2023; HILTI 2023), and features that make this product class suitable for this study.

Figure 5

Figure 5. Experimental setup.

Figure 6

Figure 6. Physical props used to provide physical interaction.

Figure 7

Figure 7. Virtual scene in which the participants interacted with the MR prototypes.

Figure 8

Table 2. Key dimensions of the reference drills and models used in the study

Figure 9

Table 3. Possible values of mass, physical size and virtual size for each prototype iteration, an example combination is highlighted

Figure 10

Figure 8. Flowchart of experimental procedure for each participant.

Figure 11

Table 4. Section 1 questions and rationale

Figure 12

Table 5. Study participant information

Figure 13

Table 6. Participant interaction coding scheme with the associated purpose of the coded interactions

Figure 14

Table 7. Section 1 feedback coding scheme

Figure 15

Table 8. Section 2 feedback coding scheme

Figure 16

Figure 9. Flowchart of the data throughout the study and the resultant analysis conducted.

Figure 17

Table 9. Hypotheses addressed by different analysis sections

Figure 18

Table 10. Overview of key study metrics

Figure 19

Figure 10. Average number of each interaction type carried out for each iteration by the participants across the study.

Figure 20

Table 11. Section 1 feedback summary

Figure 21

Table 12. One-sample, one-tailed t test for the perceived realism of “As-Printed” mass level prototypes

Figure 22

Figure 11. Perceived realism of the drill prototypes, based on the mass levels and virtual/physical size discrepancy.

Figure 23

Table 13. Correlation between independent and dependent variables

Figure 24

Figure 12. Perceived size and mass change in response to varying actual changes.

Figure 25

Figure 13. Confidence in perceived size and mass change in response to varying actual changes.

Figure 26

Table 14. TLX results from Sections 1 and 2 of the study

Figure 27

Table 15. Proven status of study hypotheses