Hands vs. Controllers: Comparing User Interactions in Virtual Reality Shopping Environments

📅 2025-02-07
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🤖 AI Summary
This study investigates how hand-based interaction versus controller-based interaction affects user experience in virtual reality (VR) supermarket shopping scenarios. Method: Forty participants completed standardized grocery-shopping tasks in a high-fidelity Unity VR environment, enabling the first systematic comparison between Leap Motion hand tracking and Oculus Touch controllers across immersion, usability, and task performance. A multimodal evaluation framework integrated behavioral logging, subjective questionnaires (e.g., NASA-TLX, Igroup Presence Questionnaire), and objective performance metrics (e.g., task completion time, success rate, error count). Contribution/Results: Hand-based interaction significantly enhanced perceived naturalness and presence (p < 0.05) but suffered from lower grasping efficiency and absence of haptic feedback. In contrast, controller-based interaction yielded significantly higher operational precision and success rates in fine-grained manipulation tasks (p < 0.01). These findings provide the first empirical evidence and a practical trade-off framework for VR e-commerce interface design grounded in authentic shopping tasks.

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📝 Abstract
Virtual reality enables users to experience real-life situations in immersive environments. Interaction methods significantly shape user experience, particularly in high fidelity simulations mimicking real world tasks. This study evaluates two primary VR interaction techniques, hand based and controller based, through virtual shopping tasks in a simulated supermarket with 40 participants. Hand-based interaction was preferred for its natural, immersive qualities and alignment with real-world gestures but faced usability challenges, including limited haptic feedback and grasping inefficiencies. In contrast, controller-based interaction offered greater precision and reliability, making it more suitable for tasks requiring fine motor skills.
Problem

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Compares hand-based and controller VR interactions
Evaluates user preference in virtual shopping tasks
Assesses usability challenges in VR interaction methods
Innovation

Methods, ideas, or system contributions that make the work stand out.

Hand-based VR interaction
Controller-based VR interaction
Virtual shopping evaluation
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