## 1 Introduction
### Problem Statement  
Research on VR has been explored from different aspects (e.g., [19] examines the application of VR in smart factories; ref. [20] explores the acoustics of virtual environments). Unlike the previous two examples, the current study focuses on the aspect of user experience of VR. In this regard, previous studies have shown that VR is immersive [21], vivid [22], interactive [23], and provides a sense of presence [24]. Research has also explored different modes of interactive interface (e.g., [25]) and suggested that gesture recognition is a more natural human-computer interaction for its users [26]. With the emergence of new VR systems, although researchers have explored different types of gesture recognition (e.g., [27; 28; 29]), there is currently a lack of studies investigating the user experience of XRSPACE MANOVA's unique gesture recognition. This study therefore applies the following theories and constructs, inspired by [16], a VR-related user experience study, to help formulate the research questions.  
The Technology Acceptance Model (TAM) [30] was introduced in 1989 by [PERSON]. In TAM, perceived usefulness (PU) and perceived ease-of-use (PEOU) determine whether a new computer system (or technology) is accepted by potential users. PU and PEOU both affect the users' attitude (ATU), which later influences their behavior and intention to use (BIU) a new computer system/technology. Although TAM has been used in various studies in VR, applying TAM's core concepts to compare the user experience of hand gesture recognition and joystick control in a virtual-reality system/technology has not been previously examined.  
An early study [31] also stated that users' perception of internal control (POIC) affects their intention to use a computer system [32]. Since immersive experience and human-computer interaction in VR determine users' perception of visual stimuli and the control of a system [16; 33], this study considers POIC a crucial factor in the acceptance of a VR system/technology.  
Moreover, 3D vision and motion control influence users' perceived enjoyment (PE) [16; 34] in accomplishing tasks. When a higher degree of immersion and human-computer interaction are provided through a system supported by VR, users are likely to have a better PE and behavioral intention [16; 35].  
According to the theory of expectation and confirmation [36], the functional performance of the information system and the users' confirmation (CON) affect the satisfaction (SAT) of potential users. In terms of VR, users tend to expect a better and more advanced immersive experience. When their actual use of VR is more intuitive and immersive, it is likely this experience matches their expectations before use well, which would likely increase users' SAT and intention to adopt the VR system/technology [16].  
Based on the aforementioned theories and studies, this study proposes the following research questions to compare the user experience of hand gesture recognition/joystick control for XRSPACE MANOVA:  
1. Would users of the hand gesture recognition for XRSPACE MANOVA provide better subjective evaluations (i.e., 1. PU, 2. PEOU, 3. ATU, 4. POIC, 5. PE, 6. CON, 7. SAT, and 8. BIU) than the users of the joystick control?
2. Do demographic differences such as gender [37], college major [38], and task completion time [39] influence users' subjective evaluations of XRSPACE MANOVA and its interactive interfaces?
3. Do demographic differences such as gender, college major, and task completion time come into play with different interactive interfaces (i.e., hand gesture recognition/joystick control) to influence users' subjective evaluation of XRSPACE MANOVA and its interactive interfaces?