A comparative study of virtual reality hand-tracking and controllers
Kapsoritakis, Stefanos (2022)
Kapsoritakis, Stefanos
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022061317779
https://urn.fi/URN:NBN:fi:amk-2022061317779
Tiivistelmä
In recent years the popularity of virtual reality has grown immensely and with it have come some interesting technologies such as hand-tracking. Even though the virtual reality genre is still dominated by the standard input system, the controller, whether it is for entertainment or educational purposes, there seems to be a growing desire for alternatives.
The goal of this Bachelor’s thesis was to find and compare the advantages and the disadvantages of the controller and hand-tracking. The theoretical part of this paper includes topics such as what is virtual reality, hand-tracking and what devices can utilize it and the requirements for the practical part.
The practical part includes topics like the implementation, the player interview analysis and the in-game data analysis. For the purposes of this thesis, two identical games were created, one supporting controllers and the other one supporting hand-tracking. The game takes place in a ship’s control room and the player is given a set of tasks that need to be completed. While the participants were playing, their in-game actions were video recorded and once they finished playing, the participants were interviewed.
According to the data, hand-tracking has a competitive advantage over controllers. Out the of nine participants, close to 90% of the players felt one of the positive experiences of hand-tracking is the freedom and the natural feeling of it.
The goal of this Bachelor’s thesis was to find and compare the advantages and the disadvantages of the controller and hand-tracking. The theoretical part of this paper includes topics such as what is virtual reality, hand-tracking and what devices can utilize it and the requirements for the practical part.
The practical part includes topics like the implementation, the player interview analysis and the in-game data analysis. For the purposes of this thesis, two identical games were created, one supporting controllers and the other one supporting hand-tracking. The game takes place in a ship’s control room and the player is given a set of tasks that need to be completed. While the participants were playing, their in-game actions were video recorded and once they finished playing, the participants were interviewed.
According to the data, hand-tracking has a competitive advantage over controllers. Out the of nine participants, close to 90% of the players felt one of the positive experiences of hand-tracking is the freedom and the natural feeling of it.