Enhancing User Satisfaction and Accessibility in VR: A Comparative Analysis of Different User Interfaces
Open Access
Article
Conference Proceedings
Authors: Faith Sowell, Daniel Rodarte, Yiran Yang, Shuchisnigdha Deb
Abstract: In recent years, virtual reality (VR) technologies have improved and become more affordable, leading to an increased adoption of VR in healthcare, manufacturing, education, and other industries. To facilitate further growth, human factors engineers and software developers must work hand in hand to ensure that virtual reality technologies are easy to use by as many populations as possible. This research investigates how different user interfaces can improve a VR user’s experience, with accessibility incorporated into the design. Three interaction modes were tested: traditional VR headset controllers, hand tracking, and gaze interaction. All three interaction modes were tested in a CNC Hybrid Machine training simulation similar to those used in industry. The simulation was created using the Unity game development engine for the Meta Quest 3 VR headset. The satisfaction of the participant with each interaction mode was indicated using presence, usability, and mental workload surveys given after each interaction mode experience. The results of the participants’ surveys indicate that participants liked using controller mode the best. Gaze tracking was the second favorite because of its simplicity, ease of learning, and seamless multitasking with it. Hand tracking was the least favorite due to difficulties interacting with objects. Future development to improve hand tracking technology in the Meta Quest 3 could improve users’ interaction experiences.
Keywords: Virtual Reality, Usability, Accessibility, User interfaces, Mental Workload
DOI: 10.54941/ahfe1005679
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