Article
Version 1
Preserved in Portico This version is not peer-reviewed
The Impact of Training Reaction Times and Accuracy With Motion Controllers in Virtual Reality
Version 1
: Received: 29 January 2024 / Approved: 30 January 2024 / Online: 30 January 2024 (04:04:58 CET)
How to cite: Hawes, J.; Ward, G. The Impact of Training Reaction Times and Accuracy With Motion Controllers in Virtual Reality. Preprints 2024, 2024012057. https://doi.org/10.20944/preprints202401.2057.v1 Hawes, J.; Ward, G. The Impact of Training Reaction Times and Accuracy With Motion Controllers in Virtual Reality. Preprints 2024, 2024012057. https://doi.org/10.20944/preprints202401.2057.v1
Abstract
This research hypothesised that the use of Virtual Reality (VR) applications can be used to train people in the ability to acquire targets faster, with greater accuracy when using motion controllers than compared with a traditional pointing device (mouse) on a 2D display. User performance was defined and measured using Reaction Time and Accuracy. The research findings suggests that the use of motion controllers in VR improved Reaction Time but not Accuracy when compared against the traditional pointing device and 2D display. This suggests that VR can be used specifically in training scenarios where Reaction Times are more important than Accuracy. It is recommended that further research is conducted using a wider range of hardware and software configurations with a stratified sample that takes into account age and gender to expand the collective understanding of factors that impact on VR aiming and target acquisition in VR.
Keywords
Virtual Reality, Reaction times, Accuracy, Aim Training, Performance
Subject
Computer Science and Mathematics, Other
Copyright: This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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