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"The obvious fact that people have found two hands useful, even essential, in daily life has been ignored by the user-interface community, including those working with reality goggles... There is almost no scientific literature on how we use two hands."

Myron Krueger [104], page 172.


Chapter 7

Issues in Bimanual Coordination


7.1 Introduction and goals for the studies

This chapter discusses some experiments which analyze manipulation of physical objects with both hands. This includes an analysis of real-world tasks, such as handwriting and sketching, as well as a formal experimental task which involves using a tool in one hand to point at a target object held in the other hand. An underlying goal of all of these studies is to gather both formal and informal evidence that Guiard's theoretical framework applies to a wide range of tasks of interest for human-computer interaction, as well as the specific tasks supported by the props-based interface.

7.2 Experiment 1: Qualitative analysis of handwriting and sketching

My handwriting and sketching analyses were suggested by Guiard's result that exclusion of the nonpreferred hand from a handwriting task reduces the writing speed of adults by some 20% [67]. I believed that a similar result could be demonstrated for drawing or sketching tasks, which of course are important for the many artists, architects, or engineers who sketch out design concepts using digital media. The general implication is that using two hands is relevant to far more than 3D manipulation. Designers of hand-held computers, sketching software, gesture or pen-based interfaces, and drafting-board style displays such as the Immersadesk [49] or the Immersive Workbench [52] should be designing with a careful consideration for the issues raised by two-handed interaction.

The handwriting and sketching studies emphasize qualitative results. Through subject observation and videotape analysis, my pilot studies quickly led to qualitative insights with immediate application to interface design, but I found it was difficult to formalize these results. There are many interacting within and between-subjects factors that must be carefully controlled to produce a clean quantitative result, but many of these factors (which are outlined in section 7.2.1) have little or no relevance to interface design. As a result I decided that discovering, understanding, and measuring or controlling for these factors in formal experimental designs was beyond the intended scope of this thesis.

The handwriting and sketching studies individually consisted of 6 rounds of experimental work with small numbers of subjects. In total, 29 right-handed subjects (9 friends and colleagues and 20 subjects drawn from the psychology department's subject pool) participated. Each round of experimental work tested one or more variants of the experimental tasks of (1) filling a page with handwriting, (2) filling out a form, (3) sketching an object in the environment, or (4) drawing a circle. Rather than focusing on the specific details of each round of tests, this discussion pools my observations across all subjects, and gives the specifics of the experimental tasks where appropriate.

7.2.1 Handwriting

Subjects were asked to make a copy of a passage from a printed page onto a separate blank sheet of paper. I found that subjects almost always place the page for copying to the left of the page for writing, and use the left hand to keep track of their current position in the text. The actual handwriting itself is done unimanually. Clearly, maintaining split attention between the pages is a more difficult task than the handwriting itself, and because of this subjects prefer to recruit the left hand for that task.

The left hand can participate in manipulation of the page when the user is writing on dictation or from memory (such as when writing a memorized sentence or during composition of original prose). For example, of 4 subjects whom I asked to write a memorized phrase on every third line of a college-ruled page, all 4 subjects used the left hand to initially orient the page, and 3 of the 4 subjects used the left hand in a dynamic role to reposition the page at least once during the actual writing. The fourth subject used her left hand to lean on the desk and prop up her head. Most people can write unimanually if necessary, and a few even prefer to do so. In this regard, the task of writing on an already selected line is probably an oversimplified representation of the tasks of interest to interface designers. Nonetheless, even for such a simple task, most people do prefer to use both hands.

As part of the experimental protocol, subjects filled out a questionnaire with 14 questions on preferred hand usage (fig. 7.1). Subjects did not realize that this doubled as an experimental task which I captured on videotape1. Filling out a form is an interesting variant of the handwriting task, because it involves the same basic motor skills, but the task contains both macrometric and micrometric components. Answering a single question requires a small movement to "fill in the blank", but moving to the next question requires a potentially large movement to another area of the page.

Figure 7.1 Questionnaire for the "filling out a form" task.

By analyzing the videotapes, I counted the number of times that 7 subjects moved the page while filling out the questionnaire. Five subjects moved the page at least once; 2 subjects did not move the page at all, while 2 subjects moved the page for essentially every item on the questionnaire (12 or more movements for 14 questions). When subjects moved the page, they moved it in a specific pattern: the preferred hand holding the pen stayed in a very small working area, while the nonpreferred hand shifted the page to bring the work to the preferred hand. Clearly, the nonpreferred hand helps to reduce the working volume of the preferred hand to a small, comfortable, well-practiced region.

In unpublished work, Athenes [6][7] (working with Guiard) has found that all of the following factors can influence the speed of handwriting2:

7.2.2 Drawing and sketching

Several experimental rounds studied a circle sketching task. I chose circle sketching because (1) circles are a simple, well-defined geometric form that even non-artists can attempt to draw; and (2) drawing a circle naturally requires strokes of the pen or pencil at a variety of angles. Subjects were asked to sketch circles ranging from 7 to 10 inches in diameter. I tested the following experimental conditions:

7.2.3 Summary of handwriting and sketching observations

When the task constraints allow for use of both hands, people will naturally involve both hands in the execution of handwriting and sketching tasks. Even when the left hand is not directly involved in the manipulation itself, it often plays a role in postural support or maintaining split attention, such as the observed use of the left hand as a place holder when copying text from one page to another.

Furthermore, as illustrated by the impressions of individual pen strokes relative to the desk (fig. 7.3), when the left hand helps to manipulate the page, the patterns of hand use are quite consistent and predictable across subjects. By dynamically positioning and orienting the page, the nonpreferred hand extends the working range of the "sweet spot" for the preferred hand.

There are problems which these studies do not address. Many uninteresting factors obscure the time, precision, or postural advantages (if any) of using two hands for these tasks, and a formal experiment would need to control for these factors. The tasks which I tested were also somewhat open-ended, and did not adequately control for time/accuracy trade-offs. This, in addition to the large between-subject variability in terms of handwriting speed, artistic ability, and so forth, means that these studies were not well suited to produce quantitative results.

7.3 Experiment 2: Cooperative bimanual action

7.3.1 Overview

Experiment 2 explores cooperative bimanual action. Right-handed subjects manipulated a pair of physical objects, a tool and a target object, so that the tool would touch a target on the object (fig. 7.5). For this task, there is a marked specialization of the hands. Performance is best when the left hand orients the target object and the right hand manipulates the tool, but is significantly reduced when these roles are reversed. This suggests that the right hand operates relative to the frame-of-reference of the left hand.

Furthermore, when physical constraints guide the tool placement, this fundamentally changes the type of motor control required. The task is tremendously simplified for both hands, and reversing roles of the hands is no longer an important factor. Thus, specialization of the roles of the hands is significant only for skilled manipulation.

Figure 7.5 A subject performing the experimental task.

7.3.2 Introduction

Two-handed interaction has become an accepted technique for "fish tank" 3D manipulation, for immersive virtual reality, and for 2D interfaces such as ToolGlass [15]. Unfortunately, there is little formal knowledge about how the two hands combine their action to achieve a common goal.

The present experiment was motivated by my experiences with the props-based interface. Informally, I observed that the operation of the interface was greatly simplified when both hands were involved in the task. But the early design stages had to consider many possible ways that the two hands might cooperate. An early prototype allowed users to use both hands, but was still difficult to use. The nonpreferred hand oriented the doll's head, and the preferred hand oriented the cross-sectioning plane, yet the software did not pay any attention to the relative placement between the left and the right hands. Users felt like they were trying to perform two separate tasks which were not necessarily related.

I modified the interface so that relative placement mattered. The software interpreted all motion as relative to the doll's head in the user's nonpreferred hand, resulting in a far more natural interaction: users found it much easier to integrate the action of the two hands to perform a cooperative task. Informally, this suggests that two-handed coordination is most natural when the preferred hand moved relative to the nonpreferred hand. The current experiment formalizes this hypothesis and presents some empirical data which suggests right-to-left reference yields quantitatively superior and qualitatively more natural performance.

Beyond this specific example, interface designers in general have begun to realize that humans are two-handed, and it is time to develop some formal knowledge in support of such designs. In this spirit, the present experiment, which analyzed right-handed subjects only, contributes the following pieces of such formal knowledge:

7.4 Related work on bimanual action

In the HCI, psychology, and motor behavior literatures, experiments studying hand lateralization issues have typically been formulated in terms of hand superiority by contrasting unimanual left-hand performance versus unimanual right-hand performance [3][94][140]. While such experiments can yield many insights, they do not reveal effects which involve simultaneous use of both hands.

For truly bimanual movement, most psychology and motor behavior experiments have studied tasks which require concurrent but relatively independent movement of the hands. Example tasks include bimanual tapping of rhythms [44][134][185] and bimanual pointing to separate targets [87][117][184]. Since the hands are not necessarily working together to achieve a common goal, it is uncertain if these experiments apply to cooperative bimanual action.5

There are a few notable exceptions, however. Buxton and Myers [27] demonstrated that computer users naturally use two hands to perform compound tasks (positioning and scaling, navigation and selection) and that task performance is best when both hands are used. Buxton [29] has also prepared a summary of issues in two-handed input.

Kabbash [95] studied a compound drawing and selection task, and concluded that two-handed input techniques, such as ToolGlass [15], which mimic everyday "asymmetric dependent" tasks yield superior overall performance. In an asymmetric dependent task, the action of the right hand depends on that of the left hand [95][67]. This experiment did not, however, include any conditions where the action of the left hand depended on the right hand.

Guiard performed tapping experiments with a bimanually held rod [69]. Subjects performed the tapping task using two grips: a preferred grip (with one hand held at the end of the rod and the other hand near the middle) and a reversed grip (with the hands swapping positions). The preferred grip yielded better overall accuracy, but had reliably faster movement times only for the tapping condition with the largest amplitude. Guiard also observed a distinct partition of labor between the hands, with the right hand controlling the push-pull of the rod, and the left hand controlling the axis of rotation.

A number of user interfaces have provided compelling demonstrations of two handed input, but most have not attempted formal experiments. Three-dimensional virtual manipulation is a particularly promising application area. Examples previously described in chapter 2 include the Virtual Workbench [138], 3Draw [141], Worlds-in-Miniature [164], PolyShop [1], and work by Shaw [149] and Multigen, Inc. [121]. There is also some interest for teleoperation applications [163]. In two dimensions, examples include Toolglass and Magic Lenses [15], Fitzmaurice's Graspable User Interface [59] (shown in figure 7.4 on page 139), and Leganchuk's bimanual area sweeping technique [108]. Bolt [17] and Weimer [180] have investigated uses of two hands plus voice input. Hauptmann [76] showed that people naturally use speech and two-handed gestures to express spatial manipulations.

7.5 The Experiment

7.5.1 Task

The subject manipulates a tool (either a plate or stylus) in one hand and a target object (either a puck, a triangle, or a cube) with the other hand (fig. 7.6). Each target object has a rectangular slot cut into in it, at the bottom of which is a small gold-colored target area. There are two versions of the task, a Hard task and an Easy task.

For the Hard task, the subject must mate the tool and the target object so that the tool touches only the target area (fig. 7.7). The target area is wired to a circuit that produces a pleasant beep when touched with the tool; if the tool misses the target area, it triggers an annoying buzzer which signals an error. The target area is only slightly larger than the tool, so the task requires dexterity to perform successfully. I instructed each subject that avoiding errors was more important than completing the task quickly.

For the Easy task, the subject only has to move the tool so that it touches the bottom of the rectangular slot on the target object. The buzzer was turned off and no "errors" were possible: the subject was allowed to use the edges of the slot to guide the placement. In this case, the subject was instructed to optimize strictly for speed.

Each subject performed the Hard and the Easy task using two different grips, a Preferred grip (with the left hand holding the target object and the right hand holding the tool) and a Reversed grip (with the implements reversed). This resulted in four conditions: Preferred Hard (PH), Preferred Easy (PE), Reversed Hard (RH), and Reversed Easy (RE).

Subjects were required to hold both objects in the air during manipulation (fig. 7.5), since this is typically what is required when manipulating virtual objects. Subjects were allowed to rest their forearms or wrists on the table, which most did.

Figure 7.6 Configuration for Experiment 2.

7.6 Experimental hypotheses

The experimental hypotheses were suggested by my experiences with the props-based interface and formalized with the help of Guiard's Kinematic Chain (KC) model. The high-level working hypothesis for this experiment is that the KC model can be used to reason about two-handed 2D or 3D tasks and interface design.

The specific hypotheses for this experiment are as follows:

H1: The Hard task is asymmetric and the hands are not interchangable. That is, the Grip (preferred, reversed) used will be a significant factor for this task.

H2: For the Easy task, the opposite is true. Reversing roles of the hands will not have any reliable effect.

H3: The importance of specialization of the roles of the hands increases as the task becomes more difficult. That is, there will be an interaction between Grip (preferred, reversed) and Task (easy, hard).

H4: Haptics will fundamentally change the type of motor control required.

7.6.1 Subjects

Sixteen unpaid subjects (8 males, 8 females) from the Psychology Department subject pool participated in the experiment. Subjects ranged from 18 to 21 (mean 19.1) years of age. All subjects were strongly right-handed based on the Edinburgh Handedness Inventory [127].

7.6.2 Experimental procedure and design

Figure 7.6 shows the overall experimental set-up. The experiment was conducted using instrumented physical objects, rather than virtual objects. Since the purpose of the experiment is to look at some basic aspects of bimanual motor control, using physical objects helps to ensure that the experiment is measuring the human, and not artifacts caused by the particular depth cues employed, the display frame rate, device latency, or other possible confounds associated with virtual manipulation. The physical objects also provided the haptic feedback needed to test hypothesis H4.

The experiment began with a brief demonstration of the neurosurgical props interface to engage subjects in the experiment. I suggested to each subject that he or she should "imagine yourself in the place of the surgeon" and stressed that, as in brain surgery, accurate and precise placement was more important that speed. This made the experiment more fun for the subjects, who would sometimes joke that they had "killed the patient" when they made an error.

Figure 7.7 Dimensions of the plate tool, the stylus tool, and target areas.

There were two tools, a plate and a stylus, and three target objects, a cube, a triangle, and a puck (figs. 7.7, 7.8). Using multiple objects helped to guarantee that the experimental findings would not be idiosyncratic to one particular implement, as each implement requires the use of slightly different muscle groups. Also, the multiple objects served as a minor ruse: I did not want the subjects to be consciously thinking about what they were doing with their hands during the experiment, so they were initially told that the primary purpose of the experiment was to test which shapes of input devices were best for two-handed manipulation.

Figure 7.8 Dimensions of the Cube, Triangle, and Puck target objects.

The subject next performed a practice session for the Hard task, during which I explained the experimental apparatus and task. This session consisted of 6 practice trials with the Preferred grip and 6 practice trials with the Reversed grip6.

For the experimental trials, a within-subjects latin square design was used to control for order of presentation effects. For each of the four experimental conditions, subjects performed 24 placement tasks, divided into two sets of 12 trials each. Each set included two instances of all six possible tool and target combinations, presented in random order. There was a short break between conditions.

For the Hard task, the dependent variables were time (measured from when the tool is picked up until it first touches the target area) and errors (a dichotomous pass / fail variable). For the Easy task, since no errors were possible, only time was measured.

7.6.3 Details of the experimental task and configuration

For each trial, the computer display (at the right of the working area) simultaneously revealed a pair of images on the screen, with the objects for the left and right hands always displayed on the left and right sides of the screen (fig. 7.9).

Two platforms were used, one to hold the tools and one to hold the target objects (fig. 7.6). The tool platform was instrumented with electrical contact sensors, allowing the apparatus to detect when the tool was removed from or returned to the platform. Returning the tool to the platform (after touching the target) ended the current trial and displayed a status report. The subject initiated the next trial by clicking a footpedal.

Figure 7.9 Sample screen showing experimental stimuli.

Each subject was seated so that the midline of his or her body was centered between the two platforms. The tool platform was flipped 180º during the Reversed conditions, so that the plate was always the closest tool to the objects. The platforms were positioned one foot back from the front edge of the desk, and were spaced 6" apart.

Figure 7.8 shows the dimensions for the cube, triangle, and puck target objects. Each object was fitted with an identical target (fig 7.7, right) which was centered at the bottom of the rectangular slot (0.75" deep by 0.375" wide) on each object. The objects were machined from delrin (a type of plastic) and wrapped with foil so they would conduct electricity. The target area and the foil were wired to separate circuits; some capacitance was added to each circuit to ensure that even slight contacts would be detected.

When using the plate, subjects were instructed to use the entire 0.5" wide tip of the plate to touch the target. For the stylus, the subject was told to touch the rounded part of the target area (the stylus was thicker than the other parts of the target, as shown in figure 7.7, and thus only the central rounded part of the target area could be touched without triggering an error).

7.6.4 Limitations of the experiment

There are a couple of factors which limit the sensitivity of this experiment. First, ideally the experiment would present a range of controlled difficulties analogous to the Index of Difficulty (ID) for Fitts' Law [114]. Fitts' law relates the movement time for one hand to two quantities, the amplitude A of the movement and the width W of the intended target. Together, A and W can be used to compute ID, the index of difficulty for the movement. But Fitts' Law applies to movement of one hand, and I am not aware of any adaptations which could handle movement of both hands together. Instead, the experiment uses an easy versus hard difficulty distinction.

Second, the accuracy measurements yield a dichotomous pass / fail outcome. Thus, the apparatus captures no quantitative information about the magnitude of the errors made when the subjects missed the target in the Hard conditions. Even given these limitations, the experimental results are quite decisive. Therefore, I decided to leave resolution of these issues to future work, and to demonstrate some effects with the simplest possible experimental design and apparatus.

7.7 Results

For each condition, only the second set of 12 trials was used in the data analysis, to minimize any confounds caused by initial learning or transfer effects across conditions.

A straightforward analysis of the Hard task shows a strong lateral asymmetry effect. For both the plate and the stylus tools, 15/16 subjects performed the task faster in the PH condition than in the RH condition (significant by the sign test, p < .001). The difference in times is not due to a time / accuracy trade-off, as 15/16 subjects (using the plate) and 14/16 subjects (using the stylus) made fewer or the same amount of errors in the PH condition vs. the RH condition.

For the Easy task, as predicted by Hypothesis 2, the lateral asymmetry effect was less decisive. For both the plate and the stylus tools, 11/16 subjects performed the task faster in the PE condition than in the RE condition (not a significant difference by the sign test, p > .20). For at least one of the tools, 6/16 subjects performed the task faster in the RE condition vs. the PE condition.

Figure 7.10 summarizes the mean completion times and error rates. No errors were possible in the Easy conditions. In the Hard conditions, the relatively high error rates resulted from the difficulty of the task, rather than a lack of effort. I instructed subjects that "avoiding errors is more important than speed," a point which I emphasized several times and underscored by the analogy to performing brain surgery.

Condition

Mean

Std. dev.

Error rate

Preferred Easy (PE)

0.76

0.15

--

Reversed Easy (RE)

0.83

0.19

--

Preferred Hard (PH)

2.33

0.77

43.9%

Reversed Hard (RH)

3.09

1.10

61.1%

Figure 7.10 Summary of mean completion times and error rates.

7.7.1 Qualitative analysis

Before proceeding with a full statistical analysis, it seems appropriate to first discuss some of the qualitative aspects of the experiment. Some of the subjects were videotaped; the qualitative observations presented here were based on these tapes as well as handwritten notes.

I observed three patterns of strategies in experimental subjects when they were performing the Hard task:

7.7.2 Detailed statistical analysis

I performed a 2 5 3 5 2 5 2 analysis of variance (ANOVA) with repeated measures on the factors of Tool (plate or stylus), Object (cube, puck, or triangle), Task (easy or hard), and Grip (preferred or reversed), with task completion time as the dependent variable. Significance levels are summarized in figure 7.11.

Factor

F statistic

Significance

Grip

F(1,15) = 38.73

p < .0001

Task

F(1,15) = 66.60

p < .0001

Tool

F(1,15) = 5.22

p < .05

Object

F(2,30) = 3.33

p < .05

Grip 5 Task

F(1,15) = 24.83

p < .0005

Tool 5 Task

F(1,15) = 16.57

p < .001

Object 5 Task

F(2,30) = 2.52

p < .10, n.s.

Grip 5 Task 5 Tool

F(1,15) = 5.11

p < .05

Figure 7.11 Significance levels for Main effects and Interaction effects.

Overall, the preferred Grip was significantly faster than the reversed Grip and the easy Task was significantly faster than the hard Task. The Tool and Object factors were also significant, though the effects were small. The plate Tool was more difficult to position than the stylus: this reflects the requirement that the subject must align an additional degree of freedom with the plate (rotation about the axis of the tool) in order to hit the target. The cube Object was somewhat more difficult than the other Objects.

Figure 7.12 The Task X Grip interaction.

The ANOVA revealed a highly significant Grip 5 Task interaction, which suggests that the difference between the Preferred and the Reversed grips increases as the task becomes more difficult. This speaks eloquently in favor of Hypothesis 3: the importance of specialization of the roles of the hands increases as the task becomes more difficult (fig. 7.12).

There was also a significant three-way Grip 5 Task 5 Tool interaction (fig. 7.15). This indicates that the extent of the Grip 5 Task interaction varied with the tool being used (there was a larger distinction between the preferred and reversed postures with the stylus). Finally, the Tool 5 Task interaction (fig. 7.13) was significant and the Object 5 Task interaction approached significance. This suggests that the Tools and Objects differed only for the hard Task, not the easy Task.

Figure 7.13 Tool X Task interaction.

Figure 7.11 reported pooled effects across the easy and hard Task and the preferred and reversed Grip. Based on the experimental hypotheses, I also compared the individual experimental conditions. These are summarized below in figure 7.14.

Contrast

F statistic

Significance

PE vs. RE

F(1,15) = 3.94

p < 0.10, n.s.

PH vs. RH

F(1,15) = 33.56

p < 0.0001

Figure 7.14 Significance levels for comparisons of experimental conditions.

Figure 7.15 The Task X Grip X Tool interaction.

The Grip factor is significant for the Hard task (PH vs. RH), but not the Easy task (PE vs. RE). This supports Hypothesis 1: the task is asymmetric and reversing the roles of the hands has a significant effect. The Grip factor is also nearly significant for the Easy task (PE vs. RE), suggesting that Grip probably is a minor factor even in this case. This partially supports Hypothesis 2; reversing the roles of the hands has a much smaller effect for the easy task, but the study cannot confidently conclude that there is no effect.

7.7.3 Possibility of Order or Sex biases

I repeated the ANOVA with between-subject factors of Sex and Order of presentation to ensure that the above experimental results were not biased by these factors. The Order of the experimental conditions did not approach statistical significance, nor did the Order 5 Condition interaction, indicating that the results are not biased by transfer or asymmetrical transfer effects.

There was a small, but significant, main effect of Sex, along with several significant interactions (fig. 7.16). Although this experiment was not designed to detect sex differences, this finding is consistent with the literature, which suggests that females may be better at some dexterity tasks [74].

Factor

F statistic

Significance

Sex

F(1,14) = 5.55

p < .05

Tool 5 Sex

F(1,14) = 12.80

p < .005

Task 5 Sex

F(1,14) = 5.23

p < .05

Tool 5 Task 5 Sex

F(1,14) = 20.90

p < .0005

Figure 7.16 Overall sex difference effects.

To ensure that Sex is not a distorting factor, separate analyses were performed with N=8 male and N=8 female subjects. This is a less sensitive analysis, but the previous pattern of results still held: Grip, Task, and the Grip 5 Task interaction were all significant for both groups (fig. 7.17). Males tended to be more sensitive to which Tool was being used for manipulation, which accounts for the Tool 5 Sex and Tool 5 Task 5 Sex interactions (fig. 7.16). The Task 5 Sex interaction results from females being faster than males for the Hard task, but not the Easy task. Therefore, on the basis of these analyses, one can confidently conclude that the differences between the experimental conditions are not biased by Order or Sex effects.

MALES

Factor

F statistic

Significance

Grip

F(1,7) = 13.69

p < .01

Task

F(1,7) = 44.59

p < .0005

Grip 5 Task

F(1,7) = 9.24

p < .02

FEMALES

Factor

F statistic

Significance

Grip

F(1,7) = 29.93

p < .001

Task

F(1,7) = 47.41

p < .0005

Grip 5 Task

F(1,7) = 24.79

p < .002

Figure 7.17 Results of separate analyses for males and females.

7.8 Discussion

On the whole, the experimental results strongly supported the experimental hypotheses as well as the high-level hypothesis that Guiard's Kinematic Chain model can be used to reason about bimanual performance for skilled 3D manipulative tasks. Reviewing this evidence:

H1: The Hard task is asymmetric and the hands are not interchangable. This hypothesis was supported by the overall Grip effect and the Preferred Hard vs. Reversed Hard contrast, both of which were highly significant. This suggests that maniplation is most natural when the right hand works relative to the left hand.

There are several qualities of the experimental task which may have led to the lateral asymmetry effects: