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Usability and User Experience of Interactions on VR-PC, HoloLens 2, VR Cardboard and AR Smartphone in a Biomedical Application

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Abstract

The Augmented (AR), Mixed (MR) and Virtual Reality (VR) technologies, here subsumed as “xR”, have matured in the last years. The research focus of this paper is to study interaction on four different xR platforms to improve medical applications in the future. Often medical applications could be created either as VR or AR scenario. It may depend on multiple factors which xR platform should be used in a specific use case. Therefore, it is interesting to know if there are any differences in usability or user experience between those.

There are various manipulation possibilities that can be done with a virtual object in xR. These major interaction possibilities are explored here: addressing, grasping, moving and releasing of objects. We use a specific virtual scenario to assess user experience and usability of the aforementioned interactions on the four xR platforms. We compare differences and commonalities of the way the interactions are achieved on all platforms.

A study with twenty-one participants gives insight on three main aspects: First, even though the used four platforms have very different interaction capabilities, they can be suitable for biomedical training tasks. Second, all four platforms result in high usability and user experience scores. Third, the HoloLens 2 was the most attractive device but usability and user experience stayed lower in some aspects than even the very simple VR Cardboard.

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Notes

  1. 1.

    https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo.

  2. 2.

    https://www.usability.gov/how-to-and-tools/resources/templates/system-usability-scale-sus.html.

  3. 3.

    https://ueqtryitout.ueq-research.org/.

  4. 4.

    Keep It Simple, (and) Stupid!.

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Correspondence to Johannes Tümler .

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Balani, M.S., Tümler, J. (2021). Usability and User Experience of Interactions on VR-PC, HoloLens 2, VR Cardboard and AR Smartphone in a Biomedical Application. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality. HCII 2021. Lecture Notes in Computer Science(), vol 12770. Springer, Cham. https://doi.org/10.1007/978-3-030-77599-5_20

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  • DOI: https://doi.org/10.1007/978-3-030-77599-5_20

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  • Publisher Name: Springer, Cham

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  • Online ISBN: 978-3-030-77599-5

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