Saved in:
Bibliographic Details
Main Authors: Beierling, Robin, Scheibl, Manuel, Dech, Jonas, Vyas, Abhijit, Vollmer, Anna-Lisa
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2602.10618
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866915791177252864
author Beierling, Robin
Scheibl, Manuel
Dech, Jonas
Vyas, Abhijit
Vollmer, Anna-Lisa
author_facet Beierling, Robin
Scheibl, Manuel
Dech, Jonas
Vyas, Abhijit
Vollmer, Anna-Lisa
contents Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence workload and thus user performance leading to suboptimal demonstrations or reduced training effects. This study investigates how different VR input configurations - motion capture gloves, controllers with hand visualization, and controllers with controller visualization - affect user experience and task execution, with the goal of identifying which configuration is best suited for which type of task. Participants performed various kitchen-related activities of daily living (ADLs), including object placement, cutting, cleaning, and pouring in a simulated environment. To address two research questions, we evaluated user experience using the System Usability Scale and NASA Task Load Index (RQ1), and task-specific interaction behavior (RQ2). The latter was assessed using trajectory segmentation, analyzing movement efficiency, unnecessary actions, and execution precision. While no significant differences in overall usability and workload were found, trajectory analysis revealed configuration-specific execution behaviors with different movement strategies. Controllers enabled significantly faster task completion with less movement variability in pick-and-place style tasks such as table setting. In contrast, motion capture gloves produced more natural movements with fewer unnecessary actions, but also showed greater variance in movement patterns for manner-oriented tasks such as cutting bread. These findings highlight trade-offs between efficiency and naturalism, and have implications for optimizing VR-based training, improving the quality of user-generated demonstrations, and tailoring interaction design to specific application goals.
format Preprint
id arxiv_https___arxiv_org_abs_2602_10618
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle From Interaction to Demonstration Quality in Virtual Reality: Effects of Interaction Modality and Visual Representation on Everyday Tasks
Beierling, Robin
Scheibl, Manuel
Dech, Jonas
Vyas, Abhijit
Vollmer, Anna-Lisa
Human-Computer Interaction
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence workload and thus user performance leading to suboptimal demonstrations or reduced training effects. This study investigates how different VR input configurations - motion capture gloves, controllers with hand visualization, and controllers with controller visualization - affect user experience and task execution, with the goal of identifying which configuration is best suited for which type of task. Participants performed various kitchen-related activities of daily living (ADLs), including object placement, cutting, cleaning, and pouring in a simulated environment. To address two research questions, we evaluated user experience using the System Usability Scale and NASA Task Load Index (RQ1), and task-specific interaction behavior (RQ2). The latter was assessed using trajectory segmentation, analyzing movement efficiency, unnecessary actions, and execution precision. While no significant differences in overall usability and workload were found, trajectory analysis revealed configuration-specific execution behaviors with different movement strategies. Controllers enabled significantly faster task completion with less movement variability in pick-and-place style tasks such as table setting. In contrast, motion capture gloves produced more natural movements with fewer unnecessary actions, but also showed greater variance in movement patterns for manner-oriented tasks such as cutting bread. These findings highlight trade-offs between efficiency and naturalism, and have implications for optimizing VR-based training, improving the quality of user-generated demonstrations, and tailoring interaction design to specific application goals.
title From Interaction to Demonstration Quality in Virtual Reality: Effects of Interaction Modality and Visual Representation on Everyday Tasks
topic Human-Computer Interaction
url https://arxiv.org/abs/2602.10618