More straightforward interaction activation and better
tracking capabilities allowed participants to achieve
higher scores when using the HTC Vive interaction
device. Similarly, the HTC Vive controller was also
considered to offer a better overall experience to par-
ticipants regarding the ease of use, sense of control
and user preference. Nevertheless, the survey results
for the Leap Motion sensor showed little difference in
the scores for negative affects, when compared with
the HTC Vive and, despite interactive and tracking
limitations, it reported the higher scores for enjoy-
ment in this study.
Future work could evaluate the capabilities of
the Leap Motion sensor in other game genres, since
games this study were based on the physical inter-
action between virtual elements. Board, adventure
or fighting games are considered interesting environ-
ments for the design and implementation of NUIs.
Also, the large difference seen in the performance
results motivates a more detailed examination to de-
termine how the interaction devices and techniques
could have led to such results. A further analysis re-
lating the amount of grabs per piece, or the amount
of actions (grabs) per time interval could offer a bet-
ter insight of how and when the complexity and accu-
racy varied among the devices. Additionally, different
software solutions could be explored to compensate
for the limitations found with the Leap Motion sensor.
Improved gesture control and recognition, snapping
capabilities and physiologically aware environments
are possible ideas to explore in the future.
ACKNOWLEDGEMENTS
This work was supported in part by KK-stiftelsen
Sweden, through the ViaTecH Synergy Project (con-
tract 20170056). We thank all volunteers, staff at
DIKR for feedback on the research. The study has
been granted ethical approval (dnr: 2018/624).
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