Pilot testing determined that participants primarily defined an object's position using the area that was in contact with the surface it rested on, for example, referencing the midpoint of the bottom flat surface of a vase of flowers as its position. We therefore defined true object positions as the 3D Cartesian coordinates (X, Y, Z) of the center of this bottom contact area (“contact points,” or “pivot points” in Unity parlance), measured in meters. When participants ended a trial,
response endpoints were determined by the coordinates of the same contact point on the placed target object or cube (for the placement techniques) or by the center of the red sphere (“laser dot,” for fixed and unlimited pointing).
Positional errors were defined as the 3D Euclidean distance between each endpoint and the corresponding true target position. We also computed a “surface error” measure that ignored differences in vertical position (i.e., X–Z plane as in
Figure 2). This distance measure produced overall smaller numerical error values but yielded the same statistical effects as the 3D error metric; therefore, we chose to only report 3D position errors.
Orientation error was defined as the angular difference between the original object's forward vector (i.e., the Z-axis of the object's local coordinate system in Unity) and the same vector of the placed target object or cube after the participant confirmed their response. To compute orientation error on each axis, we first computed the rotation matrix that would align both forward vectors for each trial, then extracted its yaw, pitch, and roll Euler angles. Finally,
response duration was defined as the time between the onset of the response phase (i.e., when the scene reappeared with the target missing) and the time when participants ended the trial via controller button press, in seconds. For the pointing techniques, the button press immediately recorded the position of the red sphere as the participant's response, while in the placement techniques, they could grab and adjust the object or cube multiple times and pressed the trigger button to indicate trial completion. After each session (each presenting one response technique), participants filled out a NASA TLX questionnaire relating to their
subjective mental and physical effort and task success in the preceding session (
Hart, 2006). We subsequently analyzed the raw (unweighted) global TLX score as a metric of subjective workload for each technique. Finally, we recorded the 3D position and orientation of the headset and controller at 90 Hz (i.e., once per display frame) throughout each trial. In the object or cube placement techniques, we also recorded whether the object was currently grabbed or not and computed the number of object interactions per trial (i.e., how many times the object was grabbed and released using the controller).