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Evaluating Hand-tracking Interaction for Performing Motor-tasks in VR Learning Environments

机译:评估用于在VR学习环境中执行电机任务的手动跟踪交互

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The past few years has witnessed a promising surge in immersive media technologies, however, a widespread adoption is still some years away. Recently, virtual reality (VR) head-mounted displays with inside-out tracking and hand-tracking are becoming popular in various fields. Representing users’ hands and fingers in VR is crucial for many tasks. This is because hand-tracking enables a more natural, direct, interaction with a virtual environment (VE) which, compared to traditional handheld controllers, improves the VR immersive experience. This paper investigates user-perceived quality of experience for a reach-pick-place task inside VR. It presents a performance assessment methodology based on in-game analytics to evaluate user experience for different VR interaction types. We ran a controlled experiment (N=33) comparing two commodities: controller vs. hand-tracking. Results indicate a significant difference between the two data sets. The performance analytics show lower play-durations and trigger frequencies for the handheld controller compared to hand-tracking. The perceived mental workload for the tasks was also evaluated using Rated Scale Mental Effort (RSME). The reported scores were higher when using hand-tracking. The results help our understanding of the two interaction modalities in terms of their viability for naturalistic experiences akin to real-world scenarios.
机译:过去几年目睹了沉浸式媒体技术的有希望的激增,然而,广泛的采用仍然是几年之遥。最近,虚拟现实(VR)具有内外跟踪和手动跟踪的头戴式显示器正在各种领域流行。代表VR中的用户手和手指对于许多任务至关重要。这是因为手动跟踪能够更自然,直接,与虚拟环境(VE)相比,这与传统手持控制器相比,这改善了VR沉浸式体验。本文调查了VR内部到达拨打任务的用户感知质量。它提出了一种基于游戏内分析的性能评估方法,以评估不同VR交互类型的用户体验。我们在比较两个商品的受控实验(n = 33):控制器与手动跟踪。结果表示两个数据集之间的显着差异。与手动跟踪相比,性能分析显示较低的手持控制器的持续持续时间和触发频率。还使用额定规模的心理努力(RSME)评估任务的感知心理工作量。使用手动跟踪时报告的分数更高。结果有助于我们在自然主义体验方面对两种互动方式的理解,类似于现实世界的情景。

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