A comparative evaluation of direct hand and wand interactions on consumer devices
Abstract
Abstract Along with the popularization of VR Head Mounted Displays, there is an increasing demand for understanding how to use these devices within VR applications. This work evaluates the use of two input techniques for VR applications: wands and hands. We perform experiments using consumer devices (Leap Motion Controller and HTC Vive), aiming at understanding how popular hardware respond to users’ needs. Five distinct scenarios were tested, exploring both near and far object interaction. The evaluation happens in three steps: user profile evaluation, system performance evaluation, and the System Usability Scale questionnaire. The results showed that even with a lower task accuracy, natural interaction provided by using a hand representation in the virtual world gained user’s preference when interacting with virtual elements that were close to the user. For distant object interaction, it still needs some improvement.
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Figueiredo et al. [44] reported that hand tracking was liked more than the controller, even though hands were not as precise as the controllers.
“It is noteworthy that Figueiredo et al. [44] reported that hand tracking was liked more than the controller, even though hands were not as precise as the controllers.”
From Trade-Off between Task Accuracy, Task Completion Time and Naturalness for Direct Object Manipulation in Virtual Reality (2022) · cites this paper as [44]
Some participants in [44] reported feeling a higher level of immersion with hand tracking.
“In addition, some participants in [44] reported feeling a higher level of immersion with hand tracking.”
From Trade-Off between Task Accuracy, Task Completion Time and Naturalness for Direct Object Manipulation in Virtual Reality (2022) · cites this paper as [44]
Some participants in [44] liked hands as they were intuitive to use and did not require any learning, while some participants with more experience with the controller did not feel that there was a high learning curve for the controllers.
“Their study showed that some participants liked hands, as they were intuitive to use and did not require any learning, while some participants with more experience with the controller did not feel that there was a high learning curve for the controllers.”
From Trade-Off between Task Accuracy, Task Completion Time and Naturalness for Direct Object Manipulation in Virtual Reality (2022) · cites this paper as [44]
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- Authors
- Figueiredo, L., Rodrigues, E., Teixeira, J., & Teichrieb, V.
- Affiliations
- Universidade Federal de Pernambuco (BR)
- Corresponding author
- Figueiredo, Lucas
- Venue
- Computers & Graphics
- Publisher
- Elsevier BV
- Published
- 2018-12
- Volume
- 77
- Pages
- 108-121
- ISSN
- 0097-8493 (ISSN-L)
- OpenAlex
- W2897452617
- Semantic Scholar
- 9a67f9f89dad748ccfcf1b5d3eef06fd359c6162
- Cited by
- 39
- References
- 42
- Citations by year
- 2026: 1 · 2025: 6 · 2024: 2 · 2023: 3 · 2022: 3 · 2021: 13 · 2020: 5 · 2019: 5 · 2018: 1
- FWCI
- 5.99
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Graphics (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
- Physical Sciences › Computer Science › Human-Computer Interaction › Hand Gesture Recognition Systems
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- hand tracking, virtual reality input devices, Leap Motion, HTC Vive, natural interaction, user preferences, System Usability Scale
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