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Hand or controller: which makes raycasting faster and easier in mixed reality?

Hand or controller: which makes raycasting faster and easier in mixed reality?
ABOUT

This study was conducted as part of a three-week quantitative research course at IDC, IIT Bombay.

We compared hand and controller raycasting in a mixed-reality target-selection task to understand how the input method affects speed, accuracy, ease of use, and preference.

TEAM

Akshay R Nair

Kanishk Kamal

Srishti Rachna

Tanushree Pillai

CONTEXT & QUESTION

Does the input method change how people perform in mixed reality?

Improvements in hand-tracking hardware since 2019 have made direct hand input a practical alternative to controllers in mixed reality. What remains less clear is how that choice affects performance.

We asked whether controller raycasting and hand raycasting produce significantly different speed and accuracy during target-selection tasks in an MR environment.

Hand raycasting interaction

Hand raycasting

Hand tracking removes the physical device, using the direction of the hand and a pinch gesture to point and select.

Controller raycasting interaction

Controller raycasting

A tracked controller provides a stable pointing ray, a physical trigger, and haptic feedback during target selection.

RESULTS

Controllers were faster and easier, but not more accurate

Speed

Controller raycasting was significantly faster. Participants averaged 1.2 seconds with the controller and 1.7 seconds with hand raycasting.

Accuracy

The study found no statistically significant difference in accuracy between the two input methods.

Ease and preference

Controller raycasting was rated easier to use and was the more commonly preferred input method.

LITERATURE REVIEW

Positioning the study in existing 3D-selection research

We reviewed A Survey of 3D Object Selection Techniques for Virtual Environments by Ferran Argelaguet and Carlos Andújar (2013) and Raycasting in Virtual Reality by Krzysztof Pietroszek (2018).

These works helped us understand established object-selection methods and the principles behind ray-based interaction in virtual environments.

Prior work positions controller raycasting as faster and more precise because of its stable tracking and physical selection mechanism. Hand raycasting can be affected by jitter, arm fatigue, and movement introduced while performing the pinch gesture.

HYPOTHESIS

Would the controller produce a measurable performance advantage?

Null hypothesis

There is no significant difference in the speed and accuracy of tasks performed with controller and hand raycasting in an MR environment.

Alternate hypothesis

Using a controller results in significantly higher speed and/or significantly higher accuracy than using hand raycasting for input tasks in an MR environment.

The theoretical argument was that controllers should perform better because haptic feedback removes ambiguity at the moment of selection, consistent tracking reduces gesture misinterpretation, and proprioceptive feedback supports precise motor control.

Toulmin model supporting the controller raycasting hypothesis
Theoretical backing structured using Toulmin's model
RESEARCH DESIGN

Conducted a within-subjects experiment on Meta Quest 3

Study setup

  • Experimental, within-subjects design
  • 32 participants
  • Independent variable: raycasting method
  • Conditions: controller and hand input

Controls

  • The same MR environment and Meta Quest 3 headset
  • Equal practice time: 10 attempts per method
  • Counterbalanced task order

Experiment

Participants selected a sequence of targets using both input methods. The application recorded their average selection time and distance from the centre of each target across 30 attempts.

After each condition, we captured the participant’s preferred method and asked them to rate its ease of use on a five-point Likert scale.

Mixed-reality target task and results interface
The target-selection task and the results screen
Raycasting experiment interface showing controller and hand conditions
The controller and hand-raycasting conditions used in the study
MEASURES

What we collected

We combined application telemetry with self-reported measures so that the study captured both task performance and the experience of using each input method.

MetricInstrumentMeasurementScale
SpeedApplicationAverage time taken to hit 30 targetsSeconds
AccuracyApplicationAverage distance from the target centre across 30 attemptsPercentage
PreferenceVerbal responsePreferred method: hand or controllerBinomial
Ease of useLikert scaleEasy, relatively easy, neutral, relatively difficult, or difficultOrdinal
OBSERVED DATA

The distributions before significance testing

We visualised the raw distributions for task speed, accuracy, input preference, and ease of use before choosing tests appropriate to each measure.

Line charts comparing selection time and target error for hand and controller raycasting
Observed speed and accuracy data across the two input methodsView full-size image
Ease-of-use ratings: 15 participants rated controllers easy, compared with 3 for hand input
Observed ease-of-use ratings for controller and hand raycastingView full-size image
78.1% preferred controllers; 67.7% had prior headset experience
Input-method preference and participants' prior headset experienceView full-size image
STATISTICAL ANALYSIS

Testing performance and perceived ease

We used paired t-tests for speed and accuracy because each participant completed both input conditions. The reported analysis contains 31 observations per condition.

We used an independent Kolmogorov-Smirnov test for the ordinal ease-of-use distributions, and included Spearman correlation in the analysis plan for the relationship between speed and accuracy.

Paired t-test: speed

The 95% confidence interval for the difference in speed was −0.79 to −0.29 seconds, with p < 0.05.

StatisticControllerHand
N3131
Sample SD0.3 s0.7 s
Observed mean1.2 s1.7 s
Paired t−2.477—
Degrees of freedom30—
Two-tailed p-value0.00004277—

Controller raycasting was statistically significantly faster. Hand raycasting took between 0.29 and 0.79 seconds longer on average.

Paired t-test: accuracy

The 95% confidence interval for the controller-minus-hand accuracy difference was −0.94 to 0.58, with p > 0.05.

StatisticControllerHand
N3131
Sample SD2.01.5
Observed mean2.93.1
Paired t−0.731—
Degrees of freedom30—
Two-tailed p-value0.6284—

We did not find sufficient evidence of a difference in accuracy between controller and hand raycasting.

Kolmogorov-Smirnov test: ease of use

StatisticValue
D statistic0.452
Critical D at α = 0.010.414
Critical D at α = 0.050.345
N31

Because 0.452 > 0.345, the ease-of-use distributions differed significantly at α = 0.05.

Cumulative distributions and response counts comparing ease of use
Controller raycasting was rated easier to useView full-size image
CONCLUSION

Physical feedback improved efficiency without changing precision

Controller raycasting produced a clear speed advantage and was perceived as easier to use. However, the accuracy results did not support a meaningful difference between the two methods.

The input device therefore changed how quickly and comfortably people completed the task, but not how accurately they selected the targets in this experiment.

FUTURE WORK

Testing the limits of each input method

Target size and distance

Mixed reality adds depth: targets can vary across the Z-axis as well as in size. A Fitts’ Law-style follow-up could model how those factors change the trade-off between hand and controller raycasting.

Fine motor skills

Future experiments could compare the two input methods in more precise tasks, such as drawing or manipulating small virtual objects.

We thank Prof. Anirudha Joshi and Prof. Karthikeyan for their guidance throughout the course, and Prof. Jayesh Pillai for supporting the VR experiment setup at the IMXD Lab, IDC.