Mixed reality headsets offer enormous possibilities for their ability to combine virtual and real worlds. Upcoming devices featuring the technology such as the Apple Vision Pro and Oculus Quest 3 show that big tech is betting on its widespread adoption. Hand-tracking compliments mixed reality as a form of gestural control in that it offers natural, embodied control that works in both virtual and real worlds, with gestures being as simple or complex as required. Gestures can be mapped to control elements of mixed reality experiences, such as visuals and audio. The combination of mixed reality and hand-tracking has existed in commercially available products for several years but is not something that has achieved widespread adoption or attention until recently, so provides a suitable area for exploration.
Expressive movement is a universal human activity – we communicate and express ourselves through the way we move. It can be applied to various disciplines such as performing arts (e.g., to communicate emotions, ideas, or narratives), dance therapy (e.g., using movement as a therapeutic tool for self-expression, emotional processing, and personal growth), and physical education (e.g., encouraging students to explore and express themselves through movement, allowing them to enhance their motor skills, creativity, and self-confidence).
The title of this paper was explored as part of a project brief set by hand-tracking hardware manufacturer Ultraleap to design a narrative-led mixed reality experience that explores new possibilities for hand-tracking. While researching and prototyping the project we found that gestural control in mixed reality hand-tracked experiences could be expressive. This appeared to represent a new possibility for hand-tracking, as research and commercially available products in mixed reality and hand-tracking have largely focussed on functional applications. A precedent has been set by a small number of musical performers to use the body as an expressive instrument, which suggests a hand-tracked mixed reality experience could work as a setting for expressive movement.
In response to Ultraleap’s brief, we created Handu, a narrative-led multiuser experience in mixed reality that uses hand-tracked movement for world-building. While many definitions for mixed reality and hand-tracking exist, this project specifically used Pico 4 headsets in see-through mode1 in combination with Ultraleap SR170 hand-tracking cameras and was built in Unity.
Figure 1. Pico 4 with Ultraleap SR170
Mixed reality headsets are currently marketed as workplace productivity tools with functional applications2,3 and have achieved a variety of successes in improving efficiency and productivity in these settings4. Few examples of mixed reality being used for more expressive uses exist. Virtual reality is regularly used for artistic, narrative, and expressive experiences5, often due to the ability to fully immerse the participant. Mixed reality provides a different kind of immersion that is blended with the real world, offering different opportunities and weaknesses. Embodiment differs from virtual reality: the participant may be able to see parts of their own body, while virtual body parts are combined with the real world. Being able to see the physical space reduces the ability to control the participant’s environment, but also allows seamless movement between the virtual and real, and the magic of bringing virtual elements to their current physical space.
Hand-tracking is also marketed for its enterprise applications6. Research focuses on functional applications7 and technical precision of hand gestures. While a small creative maker community has developed around the Leap Motion controller its potential for expressive applications has not yet been fulfilled. The announcement of Apple’s Vision Pro, a mixed reality headset controlled by eye and hand-tracking, has brought mixed reality hand-tracking to the public’s attention, and perhaps signals this form of human-computer interaction may soon become prevalent. Hand-tracking allows more natural, embodied control than other input devices8. While there are no current standards for the design of hand gestures, we will use Ultraleap’s (2023) Automotive HMI guidelines for evaluating gestures:
Usability refers to how easy it is to learn, understand and remember the required form and movement of the gesture in order to perform it correctly. A gesture with high usability is considered easy to use relative to other gestures.
Reliability refers to the likeliness of the hand-tracking device correctly interpreting the gesture. A gesture with high reliability can be expected to be recognised the vast majority of the time.
Comfort refers to how physically difficult a gesture is to perform, and how much discomfort is experienced whilst performing the gesture. A gesture with high comfort can be performed easily with minimal effort.
Taking an embodied cognition viewpoint, which sees our reality as being shaped by the interactions of our mind, body, and environment (van der Schaaf et al., 2019), the bodily experience of expressive gestural control in a mixed reality environment could allow for mental exploration and development. For this to happen it is necessary for the participant to feel embodiment, which is commonly seen as consisting of:
Ownership. The self-attribution of a body;
Self-Location. The spatial experience of being inside a body; and
Agency. The sense of having motor control.”
(Rosa et al., 2019)
Musical performers have utilised hands and the human body as expressive instruments through NIMEs (New Instruments for Music Expression). Michel Waisvisz’s The Hands signalled the body could be used as an expressive instrument for electronic music (Bellona, 2017). Waisvisz created them after seeing available musical instruments as a “poor translation of the rich information generated by hand/arm gestures and finger movements/pressures” (Bellona, 2017). The Hands enabled him to perform highly expressive, athletic performances that would not be possible with traditional instruments. More recently, musicians such as Imogen Heap have used MiMu Gloves to use their hands as musical instruments, again allowing the hands and body to provide expressive movement to enhance their performances (Brown et al., 2018).
Mixed reality hand-tracked experiences face challenges in working as a tool for encouraging expressive movement. In terms of mixed reality, embodiment can be affected by latency, visual fidelity, and perspective (Zhou et al., 2022). While hand-tracking issues include gesture recognition being technically hard to implement, accuracy of tracking and limitations of the tracking camera’s field-of-view (Sluÿters et al., 2022). Bringing the two technologies together poses unsolved questions about how to position virtual hands against the participant’s real hands.
To answer our initial questions we performed user testing with 8 participants, consisting of students and staff from the Virtual and Extended Realities course. We wanted to assess participants’ hand-tracked mixed reality experiences in terms of embodiment, ease-of-use, and movement. Participants were given a headset with a simple hand-tracked mixed reality scene where the only virtual elements were multiple outline hands that were tracked to the participant’s hand positions. Like Rosa et al. (2019) we observed that participants quickly established ownership, agency, and co-location of virtual hands. Controlling virtual hands was easy and intuitive. Participants began to move without encouragement as soon as they wore the headset, enjoyed the movement, and moved much less when the headset was removed. It was felt the simple visuals in mixed reality were acceptable to participants due to the “magic” of virtual elements overlaid over real, whereas in virtual reality embodiment requires higher visual fidelity. Some participants expressed a desire to “warm up”, encouraging movement if they felt self-conscious. In response, we used our professional movement experience to design an introductory mirroring sequence to encourage expressive movement.
Figure 2. The facilitator (left) guides the participant (right) through the mirroring exercise.
We employed elicitation to assess participants’ movement with audio FX and vocal prompts (e.g., “wind”) for designing expressive movements representing narrative elements, using a performance art approach. Vocal prompts were clearer to participants and similar patterns of expressive movement emerged. Therefore, we were able to encourage expressive gestural movements with the desired meaning to the participants, like the metaphors Brown et al. (2018) observed NIME musicians making between expressive gestures and what they control: “RELEASING A FEATHER IS RELEASING A NOTE”.
Figure 3. Participants during the elicitation process responding to the vocal prompt “water” with hand gestures.
We tested our final prototype, now a two-person experience, with 12 participants who were either students, IT, or creative industry professionals with strong extended reality experience. It featured four gestural controls that triggered specific actions:
Figure 4. Gestures in the final prototype
We observed that mixed reality with multiple participants can assist with understanding gestural control (e.g., if one participant was struggling to perform a gesture, they could look to learn from the other participant’s movements). Sometimes embodiment of the virtual world was such that participants could forget the real world, (e.g., jumping and hitting the physical ceiling with their hand as they reached for a virtual object), while this is positive for embodiment it raises safety issues. We observed participants sometimes moved expressively with the other participant in mind (e.g., carefully, or aggressively hitting virtual spheres towards the other participant). Highlighting the multiplayer aspect could be a rich area to explore moving forwards. Due to technical limitations, the participant’s real hand was always visible. Rosa et al. (2019)notes that “seeing the real hand disrupts the illusion”, so a higher level of embodiment may be possible if this is achieved.
We tested a limited range of participants, who understood they were testing a student prototype – they may have experienced it differently if they had higher expectations. Rosa et al. (2019)suggest that embodiment may require “passing a barrier of belief that is emphasized by the dissonance between reality and virtuality, which is in turn possibly determined by a priori willingness to accept virtual limbs”, as such individual qualities of the participant may have a large role to play in the extent of embodiment they perceive.
The four forms of gestural control in our experience were simple, but the mixed reality space allowed for and encouraged participants to embellish with expressive movements, similar to NIME musicians in Brown et al. (2018)“Primarily, the musicians focus on creating simple mappings that reduce the possibility of performer error, focussing on developing expressive, performative ancillary movement, with the underlying aim of these factors being the desire to provide engaging performances for their audiences”. A musician in Brown et al. (2018) sees gestural control and mapping as very personal9, whereas our experience did not allow personalisation of gestural controls and their mappings.
Following the initial design of the project, we planned to recognise a specific gesture designed to express water, as it would be featured in a scene allowing world-building using the four elements10, and be a pleasant, flowing movement.
Figure 5 - Demonstration of water gesture
As we did not have a known approach for this, we planned and prototyped different approaches, which formed Prototype 1 (P1). Taking a walking skeleton approach to software development11 we saw gestural control as being central to building a basic end-to-end version of the experience, hence prioritising this prototype. We also borrowed from Lean Startup(Rees, 2011), working in an iterative cycle of build-measure-learn of small slices of the prototype, where “build” represented building an APK of the experience to the Pico 4, “measure” was internal user testing performed by our team in mixed reality and “learn” was informal qualitative feedback from testing.
Technical research consisted of reading Ultraleap documentation and academic approaches12 to gesture recognition. This informed technical planning that outlined three possible approaches:
Several academic approaches use custom machine learning (ML) models, but we avoided this due to limited ML experience.
In this approach, the participant sees virtual objects in the scene positioned in a sine wave. Moving their hand through the objects, the gesture is complete when all virtual objects have been interacted with.
Figure 6. Sketch for user flow in P1A
Figure 7. Implementation of P1A, screencast from Pico 4. See video
This approach was technically easy to implement using Unity’s primitive 3D sphere objects and adding Interaction Behaviour components on them from the Ultraleap Unity SDK. Initially, it was seen as problematic when reviewed with the mindset of achieving maximum usability efficiency13, requiring participants to move and reposition their bodies. On reviewing with the wider team, the requirement to move was seen as a feature that formed part of the movement in gestural control - the extra effort provided usability satisfaction.
Usability: good, we observed a voice prompt to “move your hands through the spheres” got participants to start interacting. Participants intuitively learnt to control the virtual hand. Correctly completing the gesture sometimes took multiple attempts, but this was seen as an appropriate amount of effort.
Reliability: good, the only issue observed was having to use the virtual hand to collide with the spheres, which had not been calibrated to be the same size/position as the participant’s real hand
Comfort: some effort involved in moving towards the spheres, but allowed for more expressive movement
In this approach, the participant points their index finger to start drawing, which is recognised using the Ultraleap Unity SDK’s Point pose. When drawing, a visible line can be seen. The participant draws a wave shape with their finger. When they stop pointing the shape is tested against stored wave shapes by the PDollar14 gesture recognition asset.
Figure 8. Sketch for user flow in P1B
Figure 9. Implementation of P1B, screencast from Pico 4. See video
This was technically harder to implement than P1A and there were unresolved bugs with the shape recognition asset. It was still possible to complete the “measure” and “learn” phases for this approach even with dysfunctional shape recognition, we were able to fail fast (Rees, 2011)- this approach was less appropriate compared to P1A. There was a flowing drawing movement, but it was not an improvement over P1A. Requiring a pose to start and stop the drawing caused significant issues.
Usability: poor - required longer explanation to the participant to use the specific pose to start/stop drawing mechanic and which shape to draw
Reliability: poor - pose recognition was unreliable, pose end was regularly triggered unexpectedly, clearing the drawing
Comfort: poor – point pose was physically hard to hold, causing strain down the forearm
We planned, but didn’t implement, an approach involving breaking the water gesture into static poses recorded and recognized by the Ultraleap Pose Detector. Pose Detector works by recording and recognising joint angles on the virtual 3D hand skeleton of the participant’s tracked hand. This required completing all poses in a highly specific manner, leading us to proceed with P1A instead.
From Prototype 1, we recognised the potential of expressive movement in gestural control for Handu. We established a shared understanding of relevant gestural controls. Our goal was to encourage expressive movement without causing any undue difficulty for participants. By requiring participants to move towards virtual objects, we could choreograph their movements, enabling both solitary and group activities. Emphasizing expressive movement mattered more to us than technical precision; we valued the variety of ways a gesture could be performed. This approach contrasted with typical hand-tracking applications, which require precise gestures for critical actions. To simplify gesture recognition and reduce cognitive load, we limited each scene to one gesture.
As an experimental, exploratory project we set out to see how hand-tracking gestural control could be used in mixed reality and stumbled across the realisation that gestural control could be expressive. A shortcoming of the project is that we did not measure the amount, quality, or impact of expressive movement. We did not clearly define the goals of the expressive movement, as we were interested to see how people would move and what could influence it. Future work could establish goals for expressive movement, such as fostering a sense of unity through group movement against which measurement could be performed.
Some general recommendations can still be made from our learnings for future hand-tracked mixed reality experiences with similar expressive movement goals:
We also note some of the challenges to these types of experiences, which could be explored in future works:
Our prototype shows that there is potential in hand-tracked mixed reality experiences to encourage expressive movement. Our next steps would be to further exploit the shared space that multiuser mixed reality affords such as networking multiple headsets for a shared virtual experience. Improving the accessibility of these experiences so they can reach a wider user is also important. In addition to experimental artistic experiences, we anticipate these technologies and techniques could be applied to narrative experience, training and exergames. We encourage others to further explore what is currently an unusual application of hand-tracking and mixed reality.
Bellona, J. (2017) Physical Intentions: Exploring Michel Waisvisz’s The Hands (Movement 1). Organised Sound, 22(3), pp.406-17.
Brown, D., Nash, C. & Mitchell, T. (2018) Simple mappings, expressive movement: a qualitative investigation into the end-user mapping design of experienced mid-air musicians. Digital Creativity, 29(2-3), pp.129-48.
Forrester. (2021) The Total Economic Impact™ Of Mixed Reality Using Microsoft HoloLens 2 [Online]. Available at: https://download.microsoft.com/download/e/1/3/e1364937-5f62-4a0c-bb9e-664c270ad4fe/Forrester-Total-Economic-Impact-Mixed-Reality-Microsoft-HoloLens-2_Cover.pdf [Accessed 25 July 2023].
Google. (2023) Google Scholar search results [Online]. Available from: https://scholar.google.com/scholar?start=0&q=allintitle:+%22sign+language%22%2B%22leap+motion%22&hl=en&as_sdt=0,5 [Accessed 25 July 2023].
Kousar, H. & Kumar, K. (2014) Walking Skeleton Strategy in a Test Driven Development. International Journal of Scientific and Research Publications, p.141.
Liang, H. et al. (2017) Hand gesture-based interactive puppetry system to assist storytelling for children. The Visual Computer, 33, pp.517-31.
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Mittal, A. et al. (2019) A Modified LSTM Model for Continuous Sign Language Recognition Using Leap Motion. IEEE Sensors Journal, 19(16), pp.7056-63.
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Sluÿters, A., Ousmer, M., Roselli, P. & Vanderdonckt, J. (2022) QuantumLeap, a Framework for Engineering Gestural User Interfaces based on the Leap Motion Controller. Proceedings of the ACM on Human-Computer Interaction , 6, pp.1-47.
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Zhou, Q. et al. (2022) Movement guidance using a mixed reality mirror. In Designing Interactive Systems Conference., 2022.
“Seethrough” is Pico’s term for mixed reality (Pico, 2023)↩
Microsoft HoloLens 2 is marketed as a device “For precise, efficient hands-free work”, with target industries defined as Manufacturing, Healthcare and Education. (Microsoft, 2023)↩
Magic Leap 2 is marketed as “the most immersive enterprise AR device.” (Magic Leap, 2023)↩
“Enhanced training efficiency for up to 1,000 annual trainees, saving $2.1 million in labor. [^…]: Increased task efficiency for 50 field workers, saving $1.3 million in labor.” (Forrester, 2021)↩
For examples of virtual reality in fine art, see award winners from art festivals, such as the Venice Immersive (Venice Biennale, 2022)↩
Ultraleap’s 3Di controller is marketed for applications in “public interactive screens. DOOH, retail, museums, theme parks” (Ultraleap, 2023)↩
A search on Google Scholar for articles with both “leap motion” and “sign language” in the title returns 92 results (Google, 2023)↩
“using hand gestures as an input to control avatar’s performance is more natural and intuitive than other HCI methods, such as keyboard or touch screen input” (Liang et al., 2017)↩
“there’s almost no point in copying someone else’s movements or sound–gesture relationships because playing with them is part of the expression, totally, in how you use them” (Brown et al., 2018)↩
Earth, water, wind, and fire.↩
“Walking Skeleton Strategy is a small implementation of the system or a slice of code that performs a small end-to-end function that can be built, tested and deployed automatically” (Kousar & Kumar, 2014). Our interpretation of this was an end-to-end interaction built to the Pico 4 headset with hand-tracking. We did not include tests, automatic builds, or deployment.↩
A Modified LSTM Model for Continuous Sign Language Recognition Using Leap Motion (Mittal et al., 2019)↩
“Usability is a quality attribute that assesses how easy user interfaces are to use. […] Usability is defined by 5 quality components:
PDollar is a Unity Asset implementation of $P Point Cloud Recognizer↩