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dc.contributor.authorHameed, Asim
dc.contributor.authorPerkis, Andrew
dc.contributor.authorMöller, Sebastian
dc.date.accessioned2022-10-14T07:27:38Z
dc.date.available2022-10-14T07:27:38Z
dc.date.created2022-03-13T20:52:23Z
dc.date.issued2021
dc.identifier.citationInternational Workshop on Quality of Multimedia Experience (QoMEX). 2021, 219-224.en_US
dc.identifier.issn2372-7179
dc.identifier.urihttps://hdl.handle.net/11250/3026058
dc.description.abstractThe 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.isoengen_US
dc.publisherInstitute of Electrical and Electronics Engineers (IEEE)en_US
dc.titleEvaluating Hand-tracking Interaction for Performing Motor-tasks in VR Learning Environmentsen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holderThis version of the article will not be available due to copyright restrictions by IEEEen_US
dc.source.pagenumber219-224en_US
dc.source.journalInternational Workshop on Quality of Multimedia Experience (QoMEX)en_US
dc.identifier.doi10.1109/QoMEX51781.2021.9465407
dc.identifier.cristin2009351
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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