Exploring Feasibility Of Common Virtual Reality Training Scenario Interactions Utilising Oculus Quest's Hand-Tracking
Student thesis: Master Thesis and HD Thesis
- Simon Fjordvald
- Christoffer Sand Kirk
- Hassan Mazin Abdul Hameed
4. term, Medialogy, Master (Master Programme)
This paper seeks to explore the potential and limitations of camera-based hand-tracking in virtual reality on the Oculus Quest. Through three individual studies regarding pointing behaviour, hand- vs. controller-tracking interactions comparison, and hand-tracking stability, insights has been gathered on a broad scale to base the presumptions made. The general conclusion throughout this paper is that hand-tracking has too many flaws in its current state. It is too difficult to use, resulting in a slower and more error-prone task completion. Despite worse performance and tracking flaws, hand-tracking is found suitable for directly pushing virtual buttons which imitates exactly how the interaction would happen in real life. Secondly, the default hand-tracking pointing implementation is found to be a suitable alternative as it opens for interaction with both hands equivalently to controllers, however, it is identified as a slower input method that feels unnatural to use.
Specialisation | Interaction |
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Language | English |
Publication date | 28 May 2020 |
Number of pages | 119 |
External collaborator | Unity Studios CTO Sune Wolff sw@unity-studios.com Other |