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In this study, we looked into how the presence of augmented hand avatars affect users' ability to perform a near field interaction task in augmented reality. An obstacle avoidance based target-retrieval task was conceptualized wherein users had to retrieve a target ball from a field of non-target obstacles within a holographic box, for a number of trials. The box was registered on top of a real world physical table. For each trial, one ball, highlighted in yellow, was identified as the target to be retrieved from within the box. Users were seated on a chair in front of the table in the real world, and were tasked with retrieving the target ball while avoiding collisions with the obstacles and the box. The front of the box was left open for users to be able to see the interaction volume, which is the space inside the box within which the obstacles were scattered. We employed a three by two by two by two multi-factorial design. In the no avatar condition, participants performed the task using their tracked hand without an avatar representation. In the Iconic avatar condition, participants were provisioned with a tracked avatar that was visually represented as joints and bones. Users in the Realistic avatar condition performed the task with a tracked avatar of higher anthropomorphic fidelity. Together, the no-avatar, the iconic, and the realistic hand representations were varied between participants. We evaluated how users performed for two different obstacle density configurations, termed as low and high, along with two different obstacle sizes, small and large. Both the obstacle density and obstacle size were randomized across trials. Additionally, two different virtual light intensity levels, termed as low and high were investigated. Participants performed two blocks of randomized trials, each with one of the virtual light intensities. The blocks were counterbalanced to account for learning effects. Together, the obstacle density, the obstacle size, and the virtual light intensity levels were varied within-participants. Objective data on users' performance on the task was operationalized based on the number of collision events. We also measured how visible users perceived their real hands to be, under the different virtual light intensities. This was measured across the different augmented hand representation conditions. Data on perceived usability levels of the interaction system was also collected. This is what our conditions looked like. For more details, please see our paper titled, Avatarizing Users To Improve Near-field Augmented Reality Interactions For more details, please see our paper titled, Improving Near Field Interactions Using Self Avatars in Augmented Reality For more details, please see our paper titled, How Self Avatars Affect Near Field Interactions In Augmented Reality For more details, please see our paper titled, Give me a Hand: The Effects of Self Avatars on Near Field Interactions in Augmented Reality