Influence of Gameplay Duration, Hand Tracking, and Controller Based Control Methods on UX in VR
Tanja Kojić, Maurizio Vergari, Simon Knuth, Maximilian Warsinke, Sebastian Möller, Jan-Niklas Voigt-Antons
TL;DR
This study investigates how control method (inside-out hand tracking vs controllers) and gameplay duration (short vs long) shape user experience in VR, incorporating ATI as a potential moderator. Using a within-subject lab design with 20 participants across two games and four conditions, the authors measure presence, emotion, pragmatic quality, concentration, sense of control, and willingness to recommend hand tracking. Results show controllers generally outperform hand tracking in pragmatic quality and sense of control, while longer sessions enhance presence and realism; interestingly, higher VR experience correlates with greater willingness to recommend hand tracking. The findings highlight a context-dependent landscape for VR input, suggesting Controllers are currently the more reliable option for the tested tasks, but hand tracking could gain traction as fidelity and tactile feedback improve, informing future UX research and device development.
Abstract
Inside-out tracking is growing popular in consumer VR, enhancing accessibility. It uses HMD camera data and neural networks for effective hand tracking. However, limited user experience studies have compared this method to traditional controllers, with no consensus on the optimal control technique. This paper investigates the impact of control methods and gaming duration on VR user experience, hypothesizing hand tracking might be preferred for short sessions and by users new to VR due to its simplicity. Through a lab study with twenty participants, evaluating presence, emotional response, UX quality, and flow, findings revealed control type and session length affect user experience without significant interaction. Controllers were generally superior, attributed to their reliability, and longer sessions increased presence and realism. The study found that individuals with more VR experience were more inclined to recommend hand tracking to others, which contradicted predictions.
