Abstract

Whilst the VR Headset has a sense of commonality with users, VR hand controllers are largely incongruent with each other. This paper examines the common ground between VR developments in the area of hand control devices. This paper looks at VR controllers through the lens of older people, specifically for the purpose of including people from any age in the opportunity to enjoy the benefits of VR experiences. This study uses Fitts' Index of Difficulty to determine areas of concern in terms of dexterity and accessibility. The study recommends a standardized approach to agility and access in VR hand control development.

Keywords:
Headset Virtual reality Human–computer interaction Computer science Control (management) Index (typography) Multimedia Simulation Artificial intelligence World Wide Web Telecommunications

Metrics

14
Cited By
0.37
FWCI (Field Weighted Citation Impact)
22
Refs
0.60
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Virtual Reality Applications and Impacts
Physical Sciences →  Computer Science →  Human-Computer Interaction
Gaze Tracking and Assistive Technology
Physical Sciences →  Computer Science →  Human-Computer Interaction
Tactile and Sensory Interactions
Life Sciences →  Neuroscience →  Cognitive Neuroscience

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