Araştırma Makalesi
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SANAL GERÇEKLİK UYGULAMALARINDA EL TAKİP ETKİLEŞİMLERİNİN KULLANICI DENEYİMİ ÜZERİNDEKİ ETKİLERİNİN İNCELENMESİ: HAND PYSHICS LAB ÖRNEĞİ

Yıl 2026, Cilt: 10 Sayı: 1, 68 - 98, 16.01.2026

Öz

Sanal Gerçeklik teknolojisi, kullanıcıların dijital ortamlarla etkileşim biçimlerini yeniden şekillendirirken, son yıllarda el takibi teknolojisinin entegrasyonu, sanal gerçeklik deneyimlerini daha etkileşimli ve doğal hale getirmiştir. El takibi teknolojisi, kullanıcıların ellerini dijital ortamda doğrudan kullanabilmesini sağlayarak, sanal gerçeklik uygulamalarında etkileşimi daha sezgisel bir hale getirmektedir. Ancak, bu teknolojiyle birlikte kullanıcı deneyiminde karşılaşılan zorluklar ve tasarım gereksinimleri hala yeterince araştırılmamıştır.
Bu çalışma, Hand Physics Lab uygulaması üzerinden el takibi teknolojisinin sanal gerçeklik ortamındaki kullanıcı etkileşimine etkilerini ve etkileşim tasarımında karşılaşılan zorlukları incelemeyi amaçlamaktadır. Çalışmada, Hand Physics Lab'in sunduğu etkileşim mekanizmaları analiz edilmiş; kullanıcıların fiziksel hareketlerinin dijital ortamda doğru bir şekilde yansıtılması konusundaki avantajları ve uygulamada gözlemlenen teknik sınırlamalar derinlemesine ele alınmıştır.
Makale, Hand Physics Lab örneği üzerinden, sanal gerçek uygulamalarında kullanıcı deneyimini artırmak için benimsenmesi gereken tasarım stratejilerini ve ergonomik faktörleri tartışmaktadır. Sonuç olarak, Hand Physics Lab uygulamasının, el takibi teknolojisinin sanal gerçeklik deneyimlerini iyileştirme potansiyelini ortaya koyduğu, ancak bu potansiyelin kullanıcı dostu etkileşim tasarımı ve Nielsen'ın kullanılabilirlik ilkeleriyle desteklenmesi gerektiği vurgulanmaktadır.

Kaynakça

  • Amini Gougeh, R. (2023). Enhancing motor imagery-based brain-computer interface efficacy using multisensory virtual reality training [Yüksek lisans tezi, institut National de la Recherche Scientifique].
  • Banakou, D., Groten, R., & Slater, M. (2013). Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes. Proceedings of the National Academy of Sciences, 110(31), 12846–12851.
  • Boas, Y. A. G. V. (2013). Overview of virtual reality technologies. Interactive Multimedia Conference, 2013, 4.
  • Bowman, D. A., Kruijff, E., LaViola Jr, J. J., & Poupyrev, I. (2004). 3D user interfaces: Theory and practice. Addison-Wesley.
  • Bowman, D. A., McMahan, R. P., & Ragan, E. D. (2007). Virtual reality: How much immersion is enough? Computer, 40(7), 36–43.
  • Buckingham, G. (2021). Hand tracking for immersive virtual reality: Opportunities and challenges. Frontiers in Virtual Reality, 2, 728461.
  • Cameron, C. R., DiValentin, L. W., Manaktala, R., McElhaney, A. C., Nostrand, C. H., Quinlan, O. J., ... & Gerling, G. J. (2011). Hand tracking and visualization in a virtual reality simulation. 2011 IEEE Systems and Information Engineering Design Symposium içinde (ss. 127–132). IEEE.
  • Chen, M. X., Hu, H., Yao, R., Qiu, L., & Li, D. (2024). A survey on the design of virtual reality interaction interfaces. Sensors, 24(19), 6204.
  • Hansberger, J. T., Peng, C., Mathis, S. L., Shanthakumar, V. A., Meacham, S. C., Cao, L., & Blakely, V. R. (2017). Dispelling the gorilla arm syndrome: Theviability of prolonged gesture interactions. International Conference on Virtual, Augmented and Mixed Reality içinde (ss. 505–520). Springer.
  • Howard, M. C., Gutworth, M. B., & Jacobs, R. R. (2021). A meta-analysis of virtual reality training programs. Computers in Human Behavior, 121, 106808. Hwang, C., Feuchtner, T., & Grønbæk, K. (2024). Pseudo-haptics for weight perception in VR: Controller vs. bare hand interactions with tracking delay and vertical offset. 2024 10th International Conference on Virtual Reality (ICVR) içinde (ss. 91–99). IEEE.
  • Jerald, J. (2015). The VR book: Human-centered design for virtual reality. ACM Books.
  • Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373–387.
  • Laine, T. H., & Suk, H. J. (2024). Investigating user experience of an immersive virtual reality simulation based on a gesture-based user interface. Applied Sciences, 14(11), 4935.
  • Lei, Y., Deng, Y., Dong, L., Li, X., Li, X., & Su, Z. (2023). A novel sensor fusion approach for precise hand tracking in virtual reality-based human–computer interaction. Biomimetics, 8(3), 326.
  • Masurovsky, A., Chojecki, P., Runde, D., Lafci, M., Przewozny, D., & Gaebler, M. (2020). Controller-free hand tracking for grab-and-place tasks in immersive virtual reality: Design elements and their empirical study. Multimodal Technologies and Interaction, 4(4), 91.
  • Mayer, R. E. (2009). Multimedia learning (2. baskı). Cambridge University Press.
  • Meta. (2022). Hand Physics Lab on Meta Quest. 12 Ekim 2025 tarihinde https://www.meta.com/experiences/hand-physics-lab/3392175350802835/ adresinden alındı.
  • Mine, M. R., Brooks, F. P., & Sequin, C. H. (1997). Moving objects in space: Exploiting proprioception in virtual-environment interaction. Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques içinde (ss. 19–26). ACM Press.
  • Mohan, P., Goh, W. B., Fu, C. W., & Yeung, S. K. (2018). DualGaze: Addressing the Midas Touch problem in gaze mediated VR interaction. 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR- Adjunct) içinde (ss. 79–84). IEEE.
  • Nielsen, J. (2005). Ten usability heuristics. NNGroup.
  • Nielsen, J. (2025). Jakob Nielsen. 2 Şubat 2025 tarihinde NNGroup: https://www.nngroup.com/people/jakob-nielsen/ adresinden alındı.
  • Norman, D. A. (2013). The design of everyday things (Genişletilmiş baskı). Basic Books.
  • Robert, A. D., & Bouillaguet, A. (2007). Chapitre II. Méthodologie générale de l’analyse de contenu et application à un exemple. Que sais-je?, 24–46.
  • Schöne, B., Kisker, J., Lange, L., Gruber, T., Sylvester, S., & Osinsky, R. (2023). The reality of virtual reality. Frontiers in Psychology, 14, 1093014.
  • Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Kim, D., ... & Izadi, S. (2015). Accurate, robust, and flexible real-time hand tracking. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems içinde (ss. 3633–3642).
  • Voigt-Antons, J. N., Kojic, T., Ali, D., & Möller, S. (2020). Influence of hand tracking as a way of interaction in virtual reality on user experience. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) içinde (ss. 1–4). IEEE.
  • Wohlgenannt, I., Simons, A., & Stieglitz, S. (2020). Virtual reality. Business & Information Systems Engineering, 62(5), 455–461.
  • Xie, H. (2023). The applications of interface design and user experience in virtual reality. Highlights in Science, Engineering and Technology, 44, 189–198.
  • Yersüren, S. (2022). Sanal gerçeklik deneyim kalitesinin destinasyon ziyaret niyetine ve sanal gerçeklik seyahat niyetine etkisi [Yüksek lisans tezi, Aydın Adnan Menderes Üniversitesi].
  • Yıldırım, A., & Şimşek, H. (1999). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin Yayıncılık.

AN INVESTIGATION OF THE EFFECTS OF HAND-TRACKING INTERACTIONS ON USER EXPERIENCE IN VIRTUAL REALITY APPLICATIONS: THE CASE OF HAND PHYSICS LAB

Yıl 2026, Cilt: 10 Sayı: 1, 68 - 98, 16.01.2026

Öz

Virtual Reality (VR) technology is reshaping the way users interact with digital environments, and in recent years, the integration of hand tracking technology has made VR experiences more interactive and natural. Hand tracking enables users to directly use their hands in the digital realm, thereby rendering interactions in VR applications more intuitive. However, the challenges and design requirements associated with this technology have not yet been sufficiently explored.

This study aims to examine the effects of hand tracking technology on user interaction in VR environments and the challenges encountered in interaction design through the Hand Physics Lab application. In this study, the interaction mechanisms offered by Hand Physics Lab were analyzed; the advantages of accurately reflecting users' physical movements in the digital environment, as well as the technical limitations observed in the application, were thoroughly examined.

Using Hand Physics Lab as an example, the article discusses the design strategies and ergonomic factors that should be adopted to enhance user experience in VR applications. In conclusion, it is emphasized that although Hand Physics Lab demonstrates the potential of hand tracking technology to improve VR experiences, this potential must be supported by user-friendly interaction design and adherence to Nielsen's usability principles.

Kaynakça

  • Amini Gougeh, R. (2023). Enhancing motor imagery-based brain-computer interface efficacy using multisensory virtual reality training [Yüksek lisans tezi, institut National de la Recherche Scientifique].
  • Banakou, D., Groten, R., & Slater, M. (2013). Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes. Proceedings of the National Academy of Sciences, 110(31), 12846–12851.
  • Boas, Y. A. G. V. (2013). Overview of virtual reality technologies. Interactive Multimedia Conference, 2013, 4.
  • Bowman, D. A., Kruijff, E., LaViola Jr, J. J., & Poupyrev, I. (2004). 3D user interfaces: Theory and practice. Addison-Wesley.
  • Bowman, D. A., McMahan, R. P., & Ragan, E. D. (2007). Virtual reality: How much immersion is enough? Computer, 40(7), 36–43.
  • Buckingham, G. (2021). Hand tracking for immersive virtual reality: Opportunities and challenges. Frontiers in Virtual Reality, 2, 728461.
  • Cameron, C. R., DiValentin, L. W., Manaktala, R., McElhaney, A. C., Nostrand, C. H., Quinlan, O. J., ... & Gerling, G. J. (2011). Hand tracking and visualization in a virtual reality simulation. 2011 IEEE Systems and Information Engineering Design Symposium içinde (ss. 127–132). IEEE.
  • Chen, M. X., Hu, H., Yao, R., Qiu, L., & Li, D. (2024). A survey on the design of virtual reality interaction interfaces. Sensors, 24(19), 6204.
  • Hansberger, J. T., Peng, C., Mathis, S. L., Shanthakumar, V. A., Meacham, S. C., Cao, L., & Blakely, V. R. (2017). Dispelling the gorilla arm syndrome: Theviability of prolonged gesture interactions. International Conference on Virtual, Augmented and Mixed Reality içinde (ss. 505–520). Springer.
  • Howard, M. C., Gutworth, M. B., & Jacobs, R. R. (2021). A meta-analysis of virtual reality training programs. Computers in Human Behavior, 121, 106808. Hwang, C., Feuchtner, T., & Grønbæk, K. (2024). Pseudo-haptics for weight perception in VR: Controller vs. bare hand interactions with tracking delay and vertical offset. 2024 10th International Conference on Virtual Reality (ICVR) içinde (ss. 91–99). IEEE.
  • Jerald, J. (2015). The VR book: Human-centered design for virtual reality. ACM Books.
  • Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373–387.
  • Laine, T. H., & Suk, H. J. (2024). Investigating user experience of an immersive virtual reality simulation based on a gesture-based user interface. Applied Sciences, 14(11), 4935.
  • Lei, Y., Deng, Y., Dong, L., Li, X., Li, X., & Su, Z. (2023). A novel sensor fusion approach for precise hand tracking in virtual reality-based human–computer interaction. Biomimetics, 8(3), 326.
  • Masurovsky, A., Chojecki, P., Runde, D., Lafci, M., Przewozny, D., & Gaebler, M. (2020). Controller-free hand tracking for grab-and-place tasks in immersive virtual reality: Design elements and their empirical study. Multimodal Technologies and Interaction, 4(4), 91.
  • Mayer, R. E. (2009). Multimedia learning (2. baskı). Cambridge University Press.
  • Meta. (2022). Hand Physics Lab on Meta Quest. 12 Ekim 2025 tarihinde https://www.meta.com/experiences/hand-physics-lab/3392175350802835/ adresinden alındı.
  • Mine, M. R., Brooks, F. P., & Sequin, C. H. (1997). Moving objects in space: Exploiting proprioception in virtual-environment interaction. Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques içinde (ss. 19–26). ACM Press.
  • Mohan, P., Goh, W. B., Fu, C. W., & Yeung, S. K. (2018). DualGaze: Addressing the Midas Touch problem in gaze mediated VR interaction. 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR- Adjunct) içinde (ss. 79–84). IEEE.
  • Nielsen, J. (2005). Ten usability heuristics. NNGroup.
  • Nielsen, J. (2025). Jakob Nielsen. 2 Şubat 2025 tarihinde NNGroup: https://www.nngroup.com/people/jakob-nielsen/ adresinden alındı.
  • Norman, D. A. (2013). The design of everyday things (Genişletilmiş baskı). Basic Books.
  • Robert, A. D., & Bouillaguet, A. (2007). Chapitre II. Méthodologie générale de l’analyse de contenu et application à un exemple. Que sais-je?, 24–46.
  • Schöne, B., Kisker, J., Lange, L., Gruber, T., Sylvester, S., & Osinsky, R. (2023). The reality of virtual reality. Frontiers in Psychology, 14, 1093014.
  • Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Kim, D., ... & Izadi, S. (2015). Accurate, robust, and flexible real-time hand tracking. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems içinde (ss. 3633–3642).
  • Voigt-Antons, J. N., Kojic, T., Ali, D., & Möller, S. (2020). Influence of hand tracking as a way of interaction in virtual reality on user experience. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) içinde (ss. 1–4). IEEE.
  • Wohlgenannt, I., Simons, A., & Stieglitz, S. (2020). Virtual reality. Business & Information Systems Engineering, 62(5), 455–461.
  • Xie, H. (2023). The applications of interface design and user experience in virtual reality. Highlights in Science, Engineering and Technology, 44, 189–198.
  • Yersüren, S. (2022). Sanal gerçeklik deneyim kalitesinin destinasyon ziyaret niyetine ve sanal gerçeklik seyahat niyetine etkisi [Yüksek lisans tezi, Aydın Adnan Menderes Üniversitesi].
  • Yıldırım, A., & Şimşek, H. (1999). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin Yayıncılık.
Toplam 30 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Yeni Medya
Bölüm Araştırma Makalesi
Yazarlar

Fırat Torun 0009-0006-6239-9776

Ertan Toy 0000-0002-7959-7967

Gönderilme Tarihi 1 Eylül 2025
Kabul Tarihi 26 Aralık 2025
Yayımlanma Tarihi 16 Ocak 2026
Yayımlandığı Sayı Yıl 2026 Cilt: 10 Sayı: 1

Kaynak Göster

APA Torun, F., & Toy, E. (2026). SANAL GERÇEKLİK UYGULAMALARINDA EL TAKİP ETKİLEŞİMLERİNİN KULLANICI DENEYİMİ ÜZERİNDEKİ ETKİLERİNİN İNCELENMESİ: HAND PYSHICS LAB ÖRNEĞİ. Yeni Medya Elektronik Dergisi, 10(1), 68-98.


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