TY - GEN
T1 - Solar-XR
T2 - 8th International Conference on Virtual Reality Technology, ICVRT 2025
AU - Clarke, James
AU - Biwott, Purity
AU - Rivera, Claudia
AU - Llorens-Salvador, Marisa
AU - Rocha, Mariana
AU - O’Neill, Jack
AU - Ming, Tang
AU - Doyle, Paul
N1 - Publisher Copyright:
© 2025 Copyright held by the owner/author(s)
PY - 2026/2/3
Y1 - 2026/2/3
N2 - This study investigates the comparative usability of two common bare-hand input techniques, touch and raycast, in the context of an educational extended reality (XR) application. An XR educational solar system application developed by the research team, Solar-XR, was used in the study. Thirty-four participants completed a series of tasks using both input methods in a within-subjects design. Usability was assessed using the validated VRSUQ questionnaire, performance was measured through task completion times, and user preferences were collected alongside qualitative feedback. Results showed that the touch input method was rated significantly more usable and was generally preferred by participants. While no significant difference in task completion time was found between the two methods, participants consistently cited the touch method as being easier to use, more engaging, and more immersive. However, a subset of participants appreciated the raycast method’s ability to interact with distant objects with minimal movement. These findings suggest that although both input methods are functionally effective, the touch method offers a more usable and engaging experience in educational XR contexts. Future research should further explore how input modalities influence user immersion and engagement.
AB - This study investigates the comparative usability of two common bare-hand input techniques, touch and raycast, in the context of an educational extended reality (XR) application. An XR educational solar system application developed by the research team, Solar-XR, was used in the study. Thirty-four participants completed a series of tasks using both input methods in a within-subjects design. Usability was assessed using the validated VRSUQ questionnaire, performance was measured through task completion times, and user preferences were collected alongside qualitative feedback. Results showed that the touch input method was rated significantly more usable and was generally preferred by participants. While no significant difference in task completion time was found between the two methods, participants consistently cited the touch method as being easier to use, more engaging, and more immersive. However, a subset of participants appreciated the raycast method’s ability to interact with distant objects with minimal movement. These findings suggest that although both input methods are functionally effective, the touch method offers a more usable and engaging experience in educational XR contexts. Future research should further explore how input modalities influence user immersion and engagement.
KW - Godot
KW - Meta Quest 3
KW - Raycast
KW - Solar System
KW - Touch
UR - https://www.scopus.com/pages/publications/105030322849
U2 - 10.1145/3787364.3787368
DO - 10.1145/3787364.3787368
M3 - Conference contribution
AN - SCOPUS:105030322849
T3 - ICVRT 2025 - Proceedings of the 8th International Conference on Virtual Reality Technology
SP - 20
EP - 27
BT - ICVRT 2025 - Proceedings of the 8th International Conference on Virtual Reality Technology
PB - Association for Computing Machinery (ACM)
Y2 - 5 December 2025 through 7 December 2025
ER -