Abstract
At TAFE NSW, we are currently working on comparing the efficiency and effectiveness of hand tracking (using Leap Motion) as an input device versus the “traditional” handheld controller input devices used with virtual reality headsets. The goal is to reduce the learning curve when first on-boarding new users into virtual-reality usage and measuring the impact of various input techniques for veteran users. We are in the process of developing a single virtual-reality training experience with multiple input scenarios, including 6-DOF (6 degrees of freedom) control devices, 3-DOF (3 degrees of freedom) control devices, and direct hand tracking. We will utilise a multi-variant testing methodology to compare the effectiveness of each solution. From the results of this research TAFE NSW will look to develop best practice guidelines which will be applied to all future virtual-reality applications and shared with the immersive-technology industry.
Published Version
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