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Hands vs. Controllers: Comparing User Interactions in Virtual Reality Shopping Environments

Francesco Vona, Julia Schorlemmer, Jessica Stemann, Sebastian Fischer, Jan-Niklas Voigt-Antons

TL;DR

This paper addresses how interaction modality affects usability and user experience in VR shopping tasks. It compares hand-tracking and controller-based interactions using a within-subjects design with 40 participants performing two cereal-selection tasks in a simulated supermarket. The findings show similar overall usability metrics, with hand-tracking delivering higher immersion but facing grasping and haptic-feedback limitations, while controllers offer greater precision. The results imply that VR systems benefit from customizable interaction options and optional haptic cues to balance immersion and task performance in consumer contexts. This has practical implications for designing flexible VR shopping interfaces that accommodate user preferences and task demands.

Abstract

Virtual reality enables users to experience real-life situations in immersive environments. Interaction methods significantly shape user experience, particularly in high fidelity simulations mimicking real world tasks. This study evaluates two primary VR interaction techniques, hand based and controller based, through virtual shopping tasks in a simulated supermarket with 40 participants. Hand-based interaction was preferred for its natural, immersive qualities and alignment with real-world gestures but faced usability challenges, including limited haptic feedback and grasping inefficiencies. In contrast, controller-based interaction offered greater precision and reliability, making it more suitable for tasks requiring fine motor skills.

Hands vs. Controllers: Comparing User Interactions in Virtual Reality Shopping Environments

TL;DR

This paper addresses how interaction modality affects usability and user experience in VR shopping tasks. It compares hand-tracking and controller-based interactions using a within-subjects design with 40 participants performing two cereal-selection tasks in a simulated supermarket. The findings show similar overall usability metrics, with hand-tracking delivering higher immersion but facing grasping and haptic-feedback limitations, while controllers offer greater precision. The results imply that VR systems benefit from customizable interaction options and optional haptic cues to balance immersion and task performance in consumer contexts. This has practical implications for designing flexible VR shopping interfaces that accommodate user preferences and task demands.

Abstract

Virtual reality enables users to experience real-life situations in immersive environments. Interaction methods significantly shape user experience, particularly in high fidelity simulations mimicking real world tasks. This study evaluates two primary VR interaction techniques, hand based and controller based, through virtual shopping tasks in a simulated supermarket with 40 participants. Hand-based interaction was preferred for its natural, immersive qualities and alignment with real-world gestures but faced usability challenges, including limited haptic feedback and grasping inefficiencies. In contrast, controller-based interaction offered greater precision and reliability, making it more suitable for tasks requiring fine motor skills.

Paper Structure

This paper contains 4 sections, 1 figure.

Figures (1)

  • Figure 1: Preferred and easiest interaction method among participants divided by gender.