Project Overview
This research project explores the differences between hand tracking and traditional VR controllers in terms of user experience, immersion, and task completion efficiency. Developed for academic research purposes, the study involved creating multiple VR prototypes and conducting user testing sessions with participants.
The project aimed to understand how different interaction methods affect user behavior in virtual environments, providing valuable insights for future VR application development and user interface design decisions.
Key Features
Dual Interaction Systems
Implemented both hand tracking and controller-based interaction methods for comparative analysis.
User Testing Framework
Built-in data collection and analytics system to track user performance and behavior patterns.
Immersive Environments
Created multiple virtual scenarios to test different interaction paradigms and use cases.
Performance Metrics
Real-time tracking of completion times, error rates, and user satisfaction scores.
Technical Implementation
The project was built using Unity's XR Interaction Toolkit, leveraging the Meta Quest 3's advanced hand tracking capabilities alongside traditional controller support.
Core Technologies:
- Unity 2022.3 LTS - Primary development environment
- XR Interaction Toolkit - Cross-platform VR interaction framework
- Meta Quest 3 SDK - Hand tracking and device-specific features
- C# Scripting - Custom interaction logic and data collection
// Example: Hand tracking detection and switching
public class InteractionModeManager : MonoBehaviour
{
public XRHandTrackingSubsystem handTracking;
public GameObject handTrackingUI;
public GameObject controllerUI;
void Update()
{
if (handTracking.isRunning && handsAreTracked)
{
SwitchToHandTracking();
}
else
{
SwitchToControllers();
}
}
}
Research Findings
The study revealed several key insights about VR interaction preferences:
- Hand tracking showed higher immersion scores but longer task completion times
- Controllers provided more precise input for complex interactions
- User preference varied significantly based on prior VR experience
- Hybrid approaches combining both methods showed promising results
These findings contribute to the broader understanding of VR user interface design and inform best practices for future VR application development.