A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training

Virtual Reality (VR) technology is frequently applied in simulation, particularly in medical training. VR medical training often requires user input either from controllers or free-hand gestures. Nowadays, hand gestures are commonly tracked via built-in cameras from a VR headset. Like controllers, h...

Full description

Bibliographic Details
Main Authors: Chaowanan Khundam, Varunyu Vorachart, Patibut Preeyawongsakul, Witthaya Hosap, Frédéric Noël
Format: Article
Language:English
Published: MDPI AG 2021-09-01
Series:Informatics
Subjects:
Online Access:https://www.mdpi.com/2227-9709/8/3/60
id doaj-e92c443138084f32bce99a93fe731167
record_format Article
spelling doaj-e92c443138084f32bce99a93fe7311672021-09-26T00:26:19ZengMDPI AGInformatics2227-97092021-09-018606010.3390/informatics8030060A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality TrainingChaowanan Khundam0Varunyu Vorachart1Patibut Preeyawongsakul2Witthaya Hosap3Frédéric Noël4Informatic Innovation Center of Excellence (IICE), School of Informatics, Walailak University, Nakhon Si Thammarat 80160, ThailandInformatic Innovation Center of Excellence (IICE), School of Informatics, Walailak University, Nakhon Si Thammarat 80160, ThailandInformatic Innovation Center of Excellence (IICE), School of Informatics, Walailak University, Nakhon Si Thammarat 80160, ThailandInformatic Innovation Center of Excellence (IICE), School of Informatics, Walailak University, Nakhon Si Thammarat 80160, ThailandG-SCOP, Grenoble-INP, Université Grenoble Alpes, 38031 Grenoble, FranceVirtual Reality (VR) technology is frequently applied in simulation, particularly in medical training. VR medical training often requires user input either from controllers or free-hand gestures. Nowadays, hand gestures are commonly tracked via built-in cameras from a VR headset. Like controllers, hand tracking can be used in VR applications to control virtual objects. This research developed VR intubation training as a case study and applied controllers and hand tracking for four interactions—namely collision, grabbing, pressing, and release. The quasi-experimental design assigned 30 medical students in clinical training to investigate the differences between using VR controller and hand tracking in medical interactions. The subjects were divided into two groups, one with VR controllers and the other with VR hand tracking, to study the interaction time and user satisfaction in seven procedures. System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) were used to measure user usability and satisfaction, respectively. The results showed that the interaction time of each procedure was not different. Similarly, according to SUS and USEQ scores, satisfaction and usability were also not different. Therefore, in VR intubation training, using hand tracking has no difference in results to using controllers. As medical training with free-hand gestures is more natural for real-world situations, hand tracking will play an important role as user input for VR medical training. This allows trainees to recognize and correct their postures intuitively, which is more beneficial for self-learning and practicing.https://www.mdpi.com/2227-9709/8/3/60virtual realityhand trackingVR interactionusabilityintubation training
collection DOAJ
language English
format Article
sources DOAJ
author Chaowanan Khundam
Varunyu Vorachart
Patibut Preeyawongsakul
Witthaya Hosap
Frédéric Noël
spellingShingle Chaowanan Khundam
Varunyu Vorachart
Patibut Preeyawongsakul
Witthaya Hosap
Frédéric Noël
A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training
Informatics
virtual reality
hand tracking
VR interaction
usability
intubation training
author_facet Chaowanan Khundam
Varunyu Vorachart
Patibut Preeyawongsakul
Witthaya Hosap
Frédéric Noël
author_sort Chaowanan Khundam
title A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training
title_short A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training
title_full A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training
title_fullStr A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training
title_full_unstemmed A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training
title_sort comparative study of interaction time and usability of using controllers and hand tracking in virtual reality training
publisher MDPI AG
series Informatics
issn 2227-9709
publishDate 2021-09-01
description Virtual Reality (VR) technology is frequently applied in simulation, particularly in medical training. VR medical training often requires user input either from controllers or free-hand gestures. Nowadays, hand gestures are commonly tracked via built-in cameras from a VR headset. Like controllers, hand tracking can be used in VR applications to control virtual objects. This research developed VR intubation training as a case study and applied controllers and hand tracking for four interactions—namely collision, grabbing, pressing, and release. The quasi-experimental design assigned 30 medical students in clinical training to investigate the differences between using VR controller and hand tracking in medical interactions. The subjects were divided into two groups, one with VR controllers and the other with VR hand tracking, to study the interaction time and user satisfaction in seven procedures. System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) were used to measure user usability and satisfaction, respectively. The results showed that the interaction time of each procedure was not different. Similarly, according to SUS and USEQ scores, satisfaction and usability were also not different. Therefore, in VR intubation training, using hand tracking has no difference in results to using controllers. As medical training with free-hand gestures is more natural for real-world situations, hand tracking will play an important role as user input for VR medical training. This allows trainees to recognize and correct their postures intuitively, which is more beneficial for self-learning and practicing.
topic virtual reality
hand tracking
VR interaction
usability
intubation training
url https://www.mdpi.com/2227-9709/8/3/60
work_keys_str_mv AT chaowanankhundam acomparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT varunyuvorachart acomparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT patibutpreeyawongsakul acomparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT witthayahosap acomparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT fredericnoel acomparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT chaowanankhundam comparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT varunyuvorachart comparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT patibutpreeyawongsakul comparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT witthayahosap comparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
AT fredericnoel comparativestudyofinteractiontimeandusabilityofusingcontrollersandhandtrackinginvirtualrealitytraining
_version_ 1717366198972186624