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...
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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 |
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