— CONTEXT
Master's Thesis Project
— ROLE
VR Designer and Developer
UX Researcher
— DURATION
Jan-June 2024 (6 months)
— TOOLS & SKILLS
Virtual Reality (VR)
Unity (C#)
Game Development
Meta Quest Pro
Title: The Usability of Simultaneous Interaction as an Input System in Virtual Reality
Keywords:
– Simultaneous Interaction is the ability of a VR headset to simultaneously track both hands and controllers.
– Usability when a product or service is truly ‘usable’ – useful, efficient, effective, satisfying, learnable, and accessible (Rubin et al., 2008)
There is a research gap in exploring simultaneous interaction as a hybrid input setup, without the use of third-party hardware and software such as Arduino and Leap Motion.
email@domain.com
000-000-000
Usability Testing
- Assessing factors of efficiency and effectiveness
- Via time completion and success rates (ie number of hits)
Semi-structured Interviews
- Assessing usefulness and satisfaction
- System Usability Scale (SUS)
- Audio recordings
Virtual Testing Environment
- Goal: Hit as many targets as you can
- Created a VR fighting arena made using the Unity Game Engine and the Simultaneous Interaction SDK
- Played and tested using Meta Quest Pro
Game Dynamics
Controls:
- Hand tracking = shoot beams
- VR Controller = sword stab
Points:
- Head target = 2 points
- Body target = 1 point
Opponents:
- 20 enemies spawning
- 40 targets
- Total: 60 points
The study presents mixed results on how users perceived the usability of simultaneous interaction as an input system in VR.
Quantitative results show that when mixed with game design elements, there is potential for technical challenges that affect and result in poor efficiency and effectiveness of the user interaction.
Qualitative results, however, provide a more in-depth perspective of the user’s experience – revealing that despite these challenges, simultaneous interaction as an input system still offered an enjoyable and intuitive experience.
With continuous developments to the SDK, its applications, and future research, the usability of simultaneous interaction as an input system in VR has great potential for use and improvement.