Användarupplevelse av Proprioception och Hand-Tracking Prestanda inom en Mixed Reality Miljö

The overall aim of this study was to understand the affordances and challenges with gesture-based hand tracking interaction for testing virtual proprioception in a high-intensity MR scenario. In order to explore this topic it was important to understand virtual proprioception in users, this was done by evaluating their actions and the perceived effect of intensity as seen in user responses as well as the time taken to act and the success rate for completing tasks. Afterwards, an assessment of the affordances and challenges of how head mounted displays (HMDs) may contribute to increased user performance regardless of intensity was performed based on qualitative data. Quantitative findings indicate that a majority of the participants improved their overall performance from tests 1-3; however, users instinctually looked down to pick up the pistol more for each test stemming from a lack of spatial awareness under high intensity interactions. Qualitative findings show that a majority did not feel the need for haptic feedback or had no preference regarding performing interactions in MR scenarios. The major affordance of using hand tracking is naturalistic gun-shooting mechanics whereas the biggest challenge lies within responsive and accurate finger gesture recognition and hand strain across users. The outcome of this study demonstrates a potential for further development of precision-based, gesture hand tracking interactions for studying virtual proprioception in various gaming and sports simulation models.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Motor Control and Adaptation
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article
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article

Användarupplevelse av Proprioception och Hand-Tracking Prestanda inom en Mixed Reality Miljö

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Motor Control and Adaptation
article

Användarupplevelse av Proprioception och Hand-Tracking Prestanda inom en Mixed Reality Miljö

article en

Abstract

The overall aim of this study was to understand the affordances and challenges with gesture-based hand tracking interaction for testing virtual proprioception in a high-intensity MR scenario. In order to explore this topic it was important to understand virtual proprioception in users, this was done by evaluating their actions and the perceived effect of intensity as seen in user responses as well as the time taken to act and the success rate for completing tasks. Afterwards, an assessment of the affordances and challenges of how head mounted displays (HMDs) may contribute to increased user performance regardless of intensity was performed based on qualitative data. Quantitative findings indicate that a majority of the participants improved their overall performance from tests 1-3; however, users instinctually looked down to pick up the pistol more for each test stemming from a lack of spatial awareness under high intensity interactions. Qualitative findings show that a majority did not feel the need for haptic feedback or had no preference regarding performing interactions in MR scenarios. The major affordance of using hand tracking is naturalistic gun-shooting mechanics whereas the biggest challenge lies within responsive and accurate finger gesture recognition and hand strain across users. The outcome of this study demonstrates a potential for further development of precision-based, gesture hand tracking interactions for studying virtual proprioception in various gaming and sports simulation models.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Openalex Percentile: Top 46%
Motor Control and Adaptation
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