## 1 Introduction  
### Background and Related Studies  
With the ever-changing nature of virtual-reality technology, the barrier between virtual and real worlds has become blurred [1]. In terms of systems' operation, studies have been conducted on gesture recognition in order to provide users with immersive virtual experiences [2, 3], as well as intuitive human-computer interaction. XRSPACE MANOVA, a novel VR headset with 5G connectivity, provides users with a platform for social reality and supports multi-player connections. Users of XRSPACE MANOVA are capable of navigating the virtual world via hand gestures. For example, users use hand gesture recognition instead of the joystick to play basketball in XRSPACE MANOVA. Hand gesture recognition allows users to throw and catch the ball as intuitively as they would in real life.  
Early studies of gesture recognition were assisted by leap-motion or other sensors [4, 5]. For example, studies compared the joystick and gesture recognition using different sensors [6, 7, 8, 9], and following the users' experience, surveys and analyses of the users' perception and performance were conducted. Although a few studies have involved leap motion-based gesture recognition, it must be manually fixed on the VR helmet, as the leap motion cannot move along with the helmet [10]. Other studies [11] added tactile sensing to the gloves to make users' interaction with the virtual world more intuitive. However, the gloves must be worn in advance, and the users are unable to move around and must sit in a fixed position. Also, it is costly to have the additional cameras necessary for motion capture. On the other hand, the XRSPACE MANOVA headset's gesture recognition simply requires users to wear the helmet and keep their hands in front of the helmet's cameras to perform hand gestures. There is no need to set up sensors beforehand, and there is no restriction on users' ability to move around. Additionally, the cost of XRSPACE MANOVA is comparatively less than that of sensor-based gesture recognition systems.  
In terms of the user experience of gesture recognition, previous studies have focused on the users' perception, the system's operational accuracy, and the development and optimization of relevant functions [12; 13; 14]. Several studies comparing joystick gesture recognition, for example, indicate gesture recognition is more intuitive, such as pleasant, comfortable, tiring, or immersive [15; 16]. However, less emphasis was placed on the acceptance/adoption of gesture recognition. As a result, this study intends to apply relevant models and theories of user experience and technology acceptance [17; 18] to investigate whether the hand gesture recognition of XRSPACE MANOVA, a novel interactive interface, compared to the traditional joystick, better influences users' experiences and intentions to use VR systems. It is hoped to fill in the gaps of current VR literature as well as provide practical implications in the field of gesture recognition.  
Therefore, the contribution of this study is threefold. First, this study compares the user experience of gesture recognition and joystick control of XRSPACE MANOVA, a new virtual reality system different from other traditional VR technologies. Second, our study provides relevant theoretical implications for understanding the theories and constructs of VR user experience, helping to extend the current theories/literature in the context of XRSPACE MANOVA. Third, our study provides some practical suggestions for improving current XRSPACE MANOVA gesture recognition.