Can Nonliterates Interact as Easily as Literates with a Virtual Reality System? A Usability Evaluation of VR Interaction Modalities

Author:

Gul Muhammad Ibtisam1ORCID,Khan Iftikhar Ahmed1ORCID,Shah Sajid2ORCID,El-Affendi Mohammed2ORCID

Affiliation:

1. Department of Computer Science, COMSATS University Islamabad, Abbottabad Campus, University Road, Tobe Camp, Abbottabad 22060, Pakistan

2. EIAS Data Science and Blockchain Lab, College of Computer and Information Sciences, Prince Sultan University, Riyadh 11586, Saudi Arabia

Abstract

The aim of the study is twofold: to assess the usability of a virtuality (VR) interaction designed for nonliterate users in accordance with ISO-Standard 9241-11 and to compare the feasibility of two interaction modalities (motion controllers and real hands) considering the impact of VR sickness. To accomplish these goals, two levels were designed for a VR prototype application. The system usability scale (SUS) was used for self-reported satisfaction, while effectiveness and efficiency were measured based on observations and logged data. These measures were then analyzed using exploratory factor analysis, and the ones with high factor loading were selected. For this purpose, two studies were conducted. The first study investigated the effects of three independent variables on the interaction performance of a VR system, i.e., “User Type,” “Interaction Modality,” and “Use of New Technology.” The SUS results suggest that all the participants were satisfied with the application. The results of one-way ANOVA tests showed that there were no significant differences in the use of the VR application among the three selected user types. However, some measures, such as task completion time in level one, showed significant differences between user types, suggesting that nonliterate users had difficulty with the grab-and-move interaction. The results of the multivariate analysis using statistically significant variables from both ANOVA tests were also reported to verify the effect of modern technology on interactivity. The second study evaluated the interaction performance of nonliterate adults in a VR application using two independent variables: “Interaction Modality” and “Years of Technological Experience.” The results of the study showed a high level of satisfaction with the VR application, with an average satisfaction score of 90.75. The one sample T-tests indicated that the nonliterate users had difficulty using their hands as the interaction modality. The study also revealed that nonliterates may struggle with the poses and gestures required for hand interaction. The results suggest that until advancements in hand-tracking technology are made, controllers may be easier for nonliterate adults to use compared to using their hands. The results underline the importance of designing VR applications that are usable and accessible for nonliterate adults and can be used as guidelines for creating VR learning experiences for nonliterate adults.

Publisher

MDPI AG

Subject

Information Systems and Management,Computer Networks and Communications,Modeling and Simulation,Control and Systems Engineering,Software

Reference65 articles.

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2. The Economic and Social Cost of Illiteracy: An Overview;Lal;Int. J. Adv. Res. Innov. Ideas Educ.,2015

3. Literate Pakistan Foundation (2021, July 02). Aagahi Adult Literacy Programme, Pakistan. Available online: https://uil.unesco.org/case-study/effective-practices-database-litbase-0/aagahi-adult-literacy-programme-pakistan.

4. UIL (2021, July 02). National Literacy Programme, Pakistan. Available online: https://uil.unesco.org/case-study/effective-practices-database-litbase-0/national-literacy-programme-pakistan.

5. Iqbal, T., Hammermüller, K., Nussbaumer, A., and Tjoa, A.M. (2009, January 26–30). Towards Using Second Life for Supporting Illiterate Persons in Learning. Proceedings of the World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009, Vancouver, BC, Canada.

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