A Comparative Study on Optimizing Virtual Reality Experience through User Representations in Industry

Martina Maurer, Josef Wolfartsberger, Daniel Niedermayr, Robert Zimmermann

Research output: Chapter in Book/Report/Conference proceedingsConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2023
EditorsGerd Bruder, Anne-Helene Olivier, Andrew Cunningham, Evan Yifan Peng, Jens Grubert, Ian Williams
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages175-182
Number of pages8
ISBN (Electronic)9798350328912
DOIs
Publication statusPublished - 2023
Event2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2023 - Sydney, Australia
Duration: 16 Oct 202320 Oct 2023

Publication series

NameProceedings - 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2023

Conference

Conference2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2023
Country/TerritoryAustralia
CitySydney
Period16.10.202320.10.2023

Keywords

  • hand tracking
  • user representation
  • virtual interaction
  • virtual reality
  • visualization

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