Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
126 tokens/sec
GPT-4o
47 tokens/sec
Gemini 2.5 Pro Pro
43 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
47 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Influence of Gameplay Duration, Hand Tracking, and Controller Based Control Methods on UX in VR (2404.03337v1)

Published 4 Apr 2024 in cs.HC

Abstract: Inside-out tracking is growing popular in consumer VR, enhancing accessibility. It uses HMD camera data and neural networks for effective hand tracking. However, limited user experience studies have compared this method to traditional controllers, with no consensus on the optimal control technique. This paper investigates the impact of control methods and gaming duration on VR user experience, hypothesizing hand tracking might be preferred for short sessions and by users new to VR due to its simplicity. Through a lab study with twenty participants, evaluating presence, emotional response, UX quality, and flow, findings revealed control type and session length affect user experience without significant interaction. Controllers were generally superior, attributed to their reliability, and longer sessions increased presence and realism. The study found that individuals with more VR experience were more inclined to recommend hand tracking to others, which contradicted predictions.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (20)
  1. A methodological framework to assess the accuracy of virtual reality hand-tracking systems: A case study with the oculus quest 2. BioRxiv (2022), 2022–02.
  2. Non-normal data: Is ANOVA still a valid option? Psicothema, 2017, vol. 29, num. 4, p. 552-557 (2017).
  3. Gavin Buckingham. 2021. Hand tracking for immersive virtual reality: opportunities and challenges. Frontiers in Virtual Reality 2 (2021), 728461.
  4. A personal resource for technology interaction: development and validation of the affinity for technology interaction (ATI) scale. International Journal of Human–Computer Interaction 35, 6 (2019), 456–467.
  5. Evaluating hand-tracking interaction for performing motor-tasks in vr learning environments. In 2021 13th International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 219–224.
  6. MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality. ACM Transactions on Graphics (ToG) 39, 4 (2020), 87–1.
  7. Susan A Jackson and Herbert W Marsh. 1996. Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of sport and exercise psychology 18, 1 (1996), 17–35.
  8. A comparative study of interaction time and usability of using controllers and hand tracking in virtual reality training. In Informatics, Vol. 8. MDPI, 60.
  9. Validation of the virtual reality neuroscience questionnaire: maximum duration of immersive virtual reality sessions without the presence of pertinent adverse symptomatology. Frontiers in human neuroscience 13 (2019), 417.
  10. Marcin Kozak and H-P Piepho. 2018. What’s normal anyway? Residual plots are more telling than significance tests when checking ANOVA assumptions. Journal of agronomy and crop science 204, 1 (2018), 86–98.
  11. Construction and evaluation of a user experience questionnaire. In HCI and Usability for Education and Work: 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2008, Graz, Austria, November 20-21, 2008. Proceedings 4. Springer, 63–76.
  12. Video games, immersion, and cognitive aggression: does the controller matter? Media psychology 16, 1 (2013), 65–87.
  13. Geoff Norman. 2010. Likert scales, levels of measurement and the “laws” of statistics. Advances in health sciences education 15 (2010), 625–632.
  14. 3D user interfaces for virtual reality and games: 3D selection, manipulation, and spatial navigation. In ACM SIGGRAPH 2018 Courses. 1–94.
  15. The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments 10, 3 (2001), 266–281.
  16. Mel Slater. 2018. Immersion and the illusion of presence in virtual reality. British journal of psychology 109, 3 (2018), 431–433.
  17. Statista. 2018. Virtual reality and augmented reality (VR and AR) devices average session time in the United States as of 2018. https://www.statista.com/statistics/831819/us-virtual-augmented-reality-device-average-session-time/. Accessed: 2024-1-30.
  18. Statista. 2024. Consumer and enterprise VR revenue worldwide 2026. https://www.statista.com/statistics/1221522/virtual-reality-market-size-worldwide/. Accessed: 2024-1-30.
  19. Influence of hand tracking as a way of interaction in virtual reality on user experience. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–4.
  20. Time flies: Investigating duration judgments in virtual reality. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 62. SAGE Publications Sage CA: Los Angeles, CA, 1777–1781.

Summary

We haven't generated a summary for this paper yet.

X Twitter Logo Streamline Icon: https://streamlinehq.com

Tweets