Motion Controllers vs. Hand Tracking: A Comparative Study on Usability and Performance in VR-Based Korean Vocabulary Learning

Mulya, Azka Isnandaru Fajrina and Nasikun, Ahmad and Permanasari, Adhistya Erna and Dessiar, Achmad Rio (2026) Motion Controllers vs. Hand Tracking: A Comparative Study on Usability and Performance in VR-Based Korean Vocabulary Learning. In: 2026 International Seminar on Intelligent Business and Edge-Computing Research (ISIBER), 26-26 February 2026, Jakarta, Indonesia.

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Abstract

Virtual Reality (VR) has been increasingly used in Computer-Assisted Language Learning (CALL) to provide immersive and contextually grounded learning experiences. However, the best interaction method for novice learners remains debated, especially between standard handheld devices and natural gesture interfaces. This study offers a comparative analysis of Motion Controllers versus optical Hand Tracking in a VR-based Korean vocabulary learning environment. Participants performed interactive vocabulary tasks within an immersive setting, such as choosing items in a virtual kitchen or placing objects in a living room, which involved direct handbased manipulation of virtual objects. A within-subject experiment was conducted with 30 university students (N=30) who completed a pick-and-place vocabulary task in a virtual traditional Korean house. The evaluation focused on four main metrics: Performance (Task Completion Time), Usability (SUS), User Experience (UEQ-S), and Comfort (VRSQ). The results showed a clear trade-off between efficiency and naturalness. Motion Controllers resulted in significantly faster task completion times (p<0.001) and better overall user experience (p=0.037), due to the precision of haptic feedback. On the other hand, Hand Tracking, though slower, achieved scores statistically similar to those of controllers in Usability and physiological comfort. These findings suggest that while Motion Controllers are better for time-sensitive tasks, Hand Tracking is a practical, hardware-minimized option for casual, self-paced vocabulary learning.

Item Type: Conference or Workshop Item (Paper)
Uncontrolled Keywords: Virtual Reality, Hand Tracking, Motion Controllers, Korean Vocabulary Learning, Usability, HumanComputer Interaction
Subjects: A General Works > AE Encyclopedias > By language
A General Works > AE Encyclopedias > By language
D History General and Old World > DS Asia > South Korea
T Technology > T Technology (General)
Divisions: Faculty of Cultural Sciences > Korean Language and Culture Department
Depositing User: Mardi Pramono
Date Deposited: 08 Sep 2026 03:42
Last Modified: 08 Sep 2026 03:42
URI: https://ir.lib.ugm.ac.id/id/eprint/29684

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