## 1 Introduction  
Mid-air gestures have become more popular over the past decade as technology has evolved [1]. Mid-air gesture interaction is often considered to be the next generation of computer mouse [2, 3], as future interactions are multifaceted. For humans, the hand is the general state-of-the-art controller [4, 5]. Moreover, as an innate human skill, gesturing places a much lower cognitive burden on users [6]. Gesturing is a natural and intuitive form of interpersonal communication [7, 8]. The advantage of gesture interaction is that the use of electronic devices is no longer limited to operating through contact screens, mice, or keyboards but can be completely removed from the operating medium. [PERSON] et al. divided human-computer interaction gestures into two categories: touchscreen gestures and mid-air gestures [9]. For a clear understanding, the mid-air gesture used in this article is shown in Figure 1, where the user is at a distance from the operating interface and interacts using the dynamic or static attitude of the hand. Mid-air gestures are not limited to the virtual operation interface or the actual screen. Touch-screen gesture interplay provides a simple and convenient interplay with contact devices, mostly because we have developed conventions on how to perform gestures. Many people have tried to design specifications for gestures [10, 11]; however, to date, no clear design guidelines for how to design gesture-based interactions have yet been developed [12]. In contrast to touch interaction, which requires contact manipulation by way of customers and devices, and voice interaction, which requires a particular manner of listening, speaking, and high-precision focus [13], \"gesture interaction\" has the natural advantage of habitual human use. The input mode of gesture recognition is considered the most natural input and interaction mode [14]. Thus, it will be possible for this approach to become the most advantageous solution beyond the inconveniences of touch interaction and speech interaction. In contexts such as mixed reality [15], virtual reality [16], television [17], tablet computers [18], and smart homes [19], mid-air gestures are the most frequently explored and applied fields. Better-known products, such as Microsoft Kinect, Leap Motion, Microsoft HoloLens glasses, and Meta Quest Pro enable users to manipulate a blank interface, and they provide good insight into the future of human-computer interaction. Technology and interaction design are interdependent. The development of mid-air gesture technology began with data gloves and has since progressed to include RGB cameras, radar, myoelectric sensors, 3D Time of Flight (ToF), and other technologies. Due to advancements in sensor and hardware technologies, mid-air gesture recognition has greatly improved in terms of recognition types and rates. In an ideal scenario, users could achieve human-computer interaction through mid-air gestures at any time, but this ideal state has not yet been reached, due to current technological limitations. The usability of gestures has become a major concern for researchers and designers [20]. Satisfaction is an important aspect of usability. To understand the relationship between gesture satisfaction factors in order to improve the usability of gestures and to formulate a theoretical basis for gesture design rules, we conducted two important studies. The focus was to extract the primary and secondary relationships and hierarchical relationships between gesture satisfaction factors and explicit factors. After employing three methodologies to gather factors that influence satisfaction in various articles, various and complex interaction methods using gestures and many factors involved in satisfaction were found, many of which are difficult to quantify directly. By conducting factor analysis to reduce the dimensionality of data, a small number of factors can be identified to explain most of the variance observed in the many observed variables [21].