dc.contributor.author | Hameed, Asim | |
dc.contributor.author | Perkis, Andrew | |
dc.contributor.author | Möller, Sebastian | |
dc.date.accessioned | 2022-10-14T07:27:38Z | |
dc.date.available | 2022-10-14T07:27:38Z | |
dc.date.created | 2022-03-13T20:52:23Z | |
dc.date.issued | 2021 | |
dc.identifier.citation | International Workshop on Quality of Multimedia Experience (QoMEX). 2021, 219-224. | en_US |
dc.identifier.issn | 2372-7179 | |
dc.identifier.uri | https://hdl.handle.net/11250/3026058 | |
dc.description.abstract | 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. | en_US |
dc.language.iso | eng | en_US |
dc.publisher | Institute of Electrical and Electronics Engineers (IEEE) | en_US |
dc.title | Evaluating Hand-tracking Interaction for Performing Motor-tasks in VR Learning Environments | en_US |
dc.type | Peer reviewed | en_US |
dc.type | Journal article | en_US |
dc.description.version | publishedVersion | en_US |
dc.rights.holder | This version of the article will not be available due to copyright restrictions by IEEE | en_US |
dc.source.pagenumber | 219-224 | en_US |
dc.source.journal | International Workshop on Quality of Multimedia Experience (QoMEX) | en_US |
dc.identifier.doi | 10.1109/QoMEX51781.2021.9465407 | |
dc.identifier.cristin | 2009351 | |
cristin.ispublished | true | |
cristin.fulltext | original | |
cristin.qualitycode | 1 | |