Virtual Reality (VR) technology is widely used in training and simulation scenarios due to its ability to provide immersive and interactive environments. These systems typically require users to manipulate virtual objects or customize their experience, relying mainly on two interaction methods: VR controllers and hand tracking. While prior research has frequently compared these techniques, most studies have focused on novice users, whose limited familiarity with VR often introduces confounding factors such as learning curves or technological inexperience. To address this gap, the present study evaluates both interaction methods specifically among users with prior VR experience, offering a clearer understanding of their performance and preferences. An immersive VR environment was developed in which 30 experienced users completed four tasks designed to include both gross and fine motor skills. Participants were divided into two groups, one using controllers and the other using hand tracking, to measure interaction time and user satisfaction. Task completion time was recorded, and the User Satisfaction Evaluation Questionnaire (USEQ) was administered. Results showed no significant differences in interaction time between the two interaction methods across most tasks. Likewise, USEQ scores revealed comparable levels of user satisfaction. These findings contrast with previous studies reporting a consistent advantage of controllers in precision-related performance. Instead, our results suggest that contemporary hand-tracking technology can perform as effectively as controllers for a variety of training-oriented tasks. Given the naturalness of free-hand gestures, hand tracking may thus play an increasingly relevant role in VR training applications, supporting more intuitive self-learning and motor-skill development.
Pardo et al. (Tue,) studied this question.
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