One Body, Two Minds: Alternating VR Perspective During Remote Teleoperation of Supernumerary Limbs
Hongyu Zhou, Xincheng Huang, Winston Wijaya, Yi Fei Cheng, David Lindlbauer, Eduardo Velloso, Andrea Bianchi, Zhanna Sarsenbayeva, Anusha Withana
TL;DR
This work investigates dynamic guest-driven perspective switching in remote VR teleoperation with virtual supernumerary limbs (VSLs). It identifies limitations of fixed shared first-person viewpoints and introduces Embedded Anchored View and Out-of-body View to enable task-contingent switching. In a within-subjects study with 24 pairs (N=48), Out-of-body View improved navigation speed and reduced errors in manipulation tasks, while Embedded Anchored View supported near-body embodiment; results also reveal a trade-off between embodiment and spatial awareness, with switching costs and mode preferences shaped by task phase and user role. The work provides design guidelines for adaptive perspective switching in collaborative teleoperation and digital twins, informing future VR and robotics systems that combine multiple limbs and shared control.
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.
