{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,12,12]],"date-time":"2025-12-12T13:46:48Z","timestamp":1765547208956},"reference-count":39,"publisher":"MIT Press","content-domain":{"domain":["direct.mit.edu"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2023,12,1]]},"abstract":"<jats:title>Abstract<\/jats:title>\n               <jats:p>New technologies have recently advanced user experiences in virtual reality (VR), whereas full sensation of diverse modalities has been not achieved yet. If any, haptic feedback has been delivered via bulky gloves. We have developed a novel thimble device that can deliver vibrotactile feedback via one fingertip. With this device, in the present study we investigated the effects of interaction methods and vibrotactile feedback on users' social presence, presence, engagement, workload, and performance in a cooperative VR game. Twenty-six participants wearing a VR headset played a cooperative VR game with the experimenter under four conditions: (1) controllers with no vibrotactile feedback, (2) controllers with vibrotactile feedback, (3) hand tracking with no vibrotactile feedback, and (4) hand tracking with vibrotactile feedback. Results showed that hand tracking improved participants' presence, engagement, and perceived workload compared to the traditional VR controllers. Also, vibrotactile feedback enhanced presence. However, the VR controllers outperformed the hand tracking interactions in completion time. The usability of hand interactions with vibrotactile feedback shows a promising result. We discuss the trade-offs between user experience and performance of the interaction methods and the potential of vibrotactile feedback in the VR environment.<\/jats:p>","DOI":"10.1162\/pres_a_00403","type":"journal-article","created":{"date-parts":[[2024,1,17]],"date-time":"2024-01-17T18:41:25Z","timestamp":1705516885000},"page":"99-115","update-policy":"http:\/\/dx.doi.org\/10.1162\/mitpressjournals.corrections.policy","source":"Crossref","is-referenced-by-count":2,"title":["The Effects of Whole-Hand Interactions with One Fingertip Vibrotactile Feedback on Cooperative VR Game Experience and Performance"],"prefix":"10.1162","volume":"32","author":[{"given":"Hye Sung","family":"Moon","sequence":"first","affiliation":[{"name":"Virginia Tech, Blacksburg, VA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Hayoun","family":"Moon","sequence":"additional","affiliation":[{"name":"Virginia Tech, Blacksburg, VA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Grady","family":"Orr","sequence":"additional","affiliation":[{"name":"Virginia Tech, Blacksburg, VA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Myounghoon","family":"Jeon","sequence":"additional","affiliation":[{"name":"Virginia Tech, Blacksburg, VA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"281","published-online":{"date-parts":[[2023,12,1]]},"reference":[{"key":"2024022620551423800_B1","first-page":"59","article-title":"The virtual mitten: A novel interaction paradigm for visuo-haptic manipulation of objects using grip force","author":"Achibet","year":"2014","journal-title":"IEEE Symposium on 3D User Interfaces"},{"key":"2024022620551423800_B2","first-page":"2653","article-title":"Towards natural interaction in immersive reality with a cyber-glove","author":"Almeida","year":"2019","journal-title":"IEEE International Conference on Systems, Man and Cybernetics"},{"issue":"3","key":"2024022620551423800_B3","first-page":"114","article-title":"Determining what individual SUS scores mean: Adding an adjective rating scale","volume":"4","author":"Bangor","year":"2009","journal-title":"Journal of Usability Studies"},{"issue":"5","key":"2024022620551423800_B4","doi-asserted-by":"publisher","first-page":"456","DOI":"10.1162\/105474603322761270","article-title":"Toward a more robust theory and measure of social presence: Review and suggested criteria","volume":"12","author":"Biocca","year":"2003","journal-title":"Presence: Teleoperators & Virtual Environments"},{"issue":"9","key":"2024022620551423800_B5","doi-asserted-by":"publisher","first-page":"78","DOI":"10.1145\/2330667.2330687","article-title":"Questioning naturalism in 3D user interfaces","volume":"55","author":"Bowman","year":"2012","journal-title":"Communications of the ACM"},{"issue":"4","key":"2024022620551423800_B6","doi-asserted-by":"publisher","first-page":"624","DOI":"10.1016\/j.jesp.2009.02.016","article-title":"The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing","volume":"45","author":"Brockmyer","year":"2009","journal-title":"Journal of Experimental Social Psychology"},{"issue":"2","key":"2024022620551423800_B7","first-page":"29","article-title":"SUS: A retrospective","volume":"8","author":"Brooke","year":"2013","journal-title":"Journal of Usability Studies"},{"issue":"194","key":"2024022620551423800_B8","first-page":"4","article-title":"SUS: A quick and dirty usability scale","volume":"189","author":"Brooke","year":"1996","journal-title":"Usability Evaluation in Industry"},{"key":"2024022620551423800_B9","first-page":"295","article-title":"Haptics issues in virtual environments","author":"Burdea","year":"2000","journal-title":"Proceedings of Computer Graphics International"},{"issue":"2","key":"2024022620551423800_B10","doi-asserted-by":"publisher","first-page":"272","DOI":"10.1080\/15213269.2015.1015740","article-title":"How immersive is enough? 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