TY - GEN
T1 - A Comparative Study on Optimizing Virtual Reality Experience through User Representations in Industry
AU - Maurer, Martina
AU - Wolfartsberger, Josef
AU - Niedermayr, Daniel
AU - Zimmermann, Robert
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - Virtual Reality (VR) has emerged as a powerful tool in the industry, offering benefits such as enhanced learning outcomes, improved skill acquisition, and deeper engagement across various fields [1]. However, the absence of a standardized approach and guidelines for VR system operation poses a challenge when implementing interaction types and user representations in VR environments. This paper focuses on investigating the impact of controller visualization on precision, accuracy, and immersion within VR environments. By identifying the optimal and most comfortable user representation, which involves a combination of input devices and visual displays, we aim to address this challenge. Previous research has not sufficiently explored the interplay between these interaction methods and user ownership, task performance and usability in immersive virtual environments for different tasks. To bridge this gap, we conducted a comprehensive user study, comparing three VR user representations: visualized controllers with physical controllers, visualized animated hands with physical controllers, and visualized animated hands with hand tracking. Participants evaluated each setup, and we employed qualitative feedback and quantitative metrics, including task completion times and error rates, to evaluate their experiences. Our findings highlight that hand tracking may have limitations in terms of usability but excels in generating a strong sense of body ownership compared to the alternative options. Notably, our analysis revealed minimal or no significant difference between the use of visualized hands or controllers when controllers were employed as the input device. Thus, the choice of the best user representation largely depends on personal preference, while the most effective operation mode varies based on the specific task executed in the VR environment. By leveraging these insights, the industry can harness the full potential of VR technology, driving greater productivity, efficiency, and overall success.
AB - Virtual Reality (VR) has emerged as a powerful tool in the industry, offering benefits such as enhanced learning outcomes, improved skill acquisition, and deeper engagement across various fields [1]. However, the absence of a standardized approach and guidelines for VR system operation poses a challenge when implementing interaction types and user representations in VR environments. This paper focuses on investigating the impact of controller visualization on precision, accuracy, and immersion within VR environments. By identifying the optimal and most comfortable user representation, which involves a combination of input devices and visual displays, we aim to address this challenge. Previous research has not sufficiently explored the interplay between these interaction methods and user ownership, task performance and usability in immersive virtual environments for different tasks. To bridge this gap, we conducted a comprehensive user study, comparing three VR user representations: visualized controllers with physical controllers, visualized animated hands with physical controllers, and visualized animated hands with hand tracking. Participants evaluated each setup, and we employed qualitative feedback and quantitative metrics, including task completion times and error rates, to evaluate their experiences. Our findings highlight that hand tracking may have limitations in terms of usability but excels in generating a strong sense of body ownership compared to the alternative options. Notably, our analysis revealed minimal or no significant difference between the use of visualized hands or controllers when controllers were employed as the input device. Thus, the choice of the best user representation largely depends on personal preference, while the most effective operation mode varies based on the specific task executed in the VR environment. By leveraging these insights, the industry can harness the full potential of VR technology, driving greater productivity, efficiency, and overall success.
KW - hand tracking
KW - user representation
KW - virtual interaction
KW - virtual reality
KW - visualization
UR - http://www.scopus.com/inward/record.url?scp=85180375554&partnerID=8YFLogxK
U2 - 10.1109/ISMAR-Adjunct60411.2023.00042
DO - 10.1109/ISMAR-Adjunct60411.2023.00042
M3 - Conference contribution
AN - SCOPUS:85180375554
T3 - Proceedings - 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2023
SP - 175
EP - 182
BT - Proceedings - 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2023
A2 - Bruder, Gerd
A2 - Olivier, Anne-Helene
A2 - Cunningham, Andrew
A2 - Peng, Evan Yifan
A2 - Grubert, Jens
A2 - Williams, Ian
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2023
Y2 - 16 October 2023 through 20 October 2023
ER -