## 4 Results
### Questionnaire Results
#### 4.1.2 Gesture-Based User Interface
\begin{table}
\begin{tabular}{c c c} \hline \hline
**Presence Factor** & **Explanation** & **Evidence** \\ \hline \multirow{7}{*}{Gesture synchronization} & In a gesture-based UI, hand gestures made by the user & “My hand movement is expressed minutely, and \\  & must be accurately synchronized to the avatar’s actions in & it makes me feel free.” (Male, 30s) \\  & the virtual world, and the consequences of those actions & “I feel good when these reeds move according to \\  & must feel natural and anticipatable [10]. For example, & my hand movement.” (Male, 20s) \\  & making a throwing gesture to throw a virtual stone should & “The device can’t follow the movement correctly.” \\  & result in the stone being hurled to a believable distance in & (Male, 30s) \\  & relation to the gesture made. Any lag or accuracy error in & “My hand movement in VR is slower than the \\  & the gesture synchronization can harm this presence factor. & actual movement.” (Female, 20s) \\ \hline \multirow{7}{*}{Familiarity} & Achieving presence is easier when the user is already & “The HMD device is uncomfortable for me but \\  & familiar with controlling the VR experience. However, & this way of control doesn’t need an extra \\  & users experiencing VR for the first time may feel & learning process as I can play with bare hands \\  & unfamiliar with controller devices, as they typically & right away, so it is convenient.” (Female, 30s) \\  & contain several buttons. When hand gestures are used for & “I can’t adapt to this easily because this way is \\  & interaction in the VR environment, this issue is & not popular yet. If I’ll adapt, it’ll be fine.” \\  & diminished. Familiarity can be further promoted by & “The keyboard is better. Using hand gestures is \\  & providing users with a tutorial and allowing them to & not popular now so I can’t adapt to using it.” \\  & practice gestures before entering the actual VR experience. & (Male, 20s) \\ \hline \multirow{7}{*}{Onboarding} & Sufficient onboarding content (e.g., an interactive tutorial) & \multirow{7}{*}{“It was a difficult experience because of lack of \\  & is necessary, particularly for novice users, so that they & “It was a difficult experience because of lack of \\  & know how to use the system. A good tutorial can help & tutorial” (Male, 30s) \\  & users to feel immersed and take a step toward & \\  & feeling presence. & \\ \hline \multirow{7}{*}{Realistic gesture interaction} & Realism is a key construct measured by popular presence & “I feel a sense of realism when a butterfly lands \\  & questionnaires [28,29]. The VR experience should, & on my hand.” \\  & therefore, have sufficiently realistic environments, objects, & “I feel realism when insects are on my hand.” \\  & and characters/creatures. In a gesture-based interface, the gesture interactions with the virtual world and its objects & “If I should grab anything, it would decrease the feeling of realism. But in this case, I don’t need to \\  & should feel realistic and not artificial (e.g., the reeds bend & do this so I can feel realistic.” (Male, 20s) \\  & when the user brushes them with their hand). & “Brushing the reeds using my own hands, and \\  & Presence may be harmed if the user cannot feel touch & “It has less sensation compared to the \\  & when interacting with virtual objects using their hands. & controllers.” (Male, 20s) \\  & Equipment such as haptic gloves [37] may help to achieve & “This way of controlling doesn’t have any sense \\  & the feeling of touch. & of pushing, so it makes me feel dull.” \\ \hline \multirow{7}{*}{Feeling of freedom} & The freedom feeling is characteristic of gesture-based & “Without holding anything in hands makes me \\  & interfaces that let the user use their hands freely.” & “Fromale, 40s) \\  & Consequently, the user feels the interactions to be more & “My hand movement shows the same way in the content. That feels like freedom.” (Female, 20s) \\  & natural, similar to those in the real world. Controllers, in & content. That feels like freedom.” (Female, 20s) \\  & turn, can be more difficult to use and uncomfortable to & “The way is more convenient than holding \\  & hold over time. This is closely related to the “Natural & anything. It is hard to rotate using hand \\  & hand movement” presence factor. & controllers, but this way it is easy.” (Male, 20s) \\  & The novelty perceived by the user in a VR experience has & “The hand gesture interface is fresh.” (Male, 20s) \\  & been shown to contribute to increased user & “The way is more \\  & satisfaction [38]. Consequently, this may contribute to & “It’s amazing that it can recognize hand motion \\  & presence, as a satisfied user is more likely to accept the & without any device” (Male, 20s) \\  & virtual world as a substitute for the real world. & “It has less sensation compared to the \\  & & controllers.” (Male, 20s) \\  & & controllers.” (Male, 20s) \\  & & \\ \hline \multirow{7}{*}{Feeling of novelty} & The freedom feeling is characteristic of gesture-based & “Without holding anything in hands makes me \\  & interfaces that let the user use their hands freely.” & use my hands freely.” (Female, 40s) \\  & Consequently, the user feels the interactions to be more & “My hand movement shows the same way in the content. That feels like freedom.” (Female, 20s) \\  & natural, similar to those in the real world. Controllers, in & content. That feels like freedom.” (Female, 20s) \\  & turn, can be more difficult to use and uncomfortable to & “The way is more convenient than holding \\  & hold over time. This is closely related to the “Natural & anything. It is hard to rotate using hand \\  & hand movement” presence factor. & controllers, but this way it is easy.” (Male, 20s) \\  & & “If my hands sweat then grabbing anything \\  & makes me uncomfortable but it is good that I can \\  & have free hands.” (Male, 20s) \\  & & have free hands.” (Male, 20s) \\  & & \\ \hline \hline \end{tabular}
\end{table}