Gesture Interaction Validity Analysis on Respiratory System Educational VR Application Through Equivalence Partitions Method

This study analyzes the validity of gesture interaction in Virtual Reality (VR) applications developed for human respiratory system education. Using the Equivalence Partitioning method, gesture inputs were categorized into valid, invalid, and ambiguous partitions and tested through black-box techniq...

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Bibliographic Details
Published inInternational Seminar on Intelligent Technology and its Applications pp. 1 - 6
Main Authors Aripin, Angga Permana, Prasetya, Kusno, Lukas, Samuel
Format Conference Proceeding
LanguageEnglish
Published IEEE 23.07.2025
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ISSN2769-5492
DOI10.1109/ISITIA66279.2025.11137508

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Summary:This study analyzes the validity of gesture interaction in Virtual Reality (VR) applications developed for human respiratory system education. Using the Equivalence Partitioning method, gesture inputs were categorized into valid, invalid, and ambiguous partitions and tested through black-box techniques. The evaluation focused on four gesture types: Point and Select, Pinch and Drag, Pinch and Zoom, and Pinch and Rotation. The results showed that "Point and Select" and "Pinch and Rotation" were reliably recognized, with 100% and 90% success rates on valid inputs. In contrast, "Pinch and Zoom" demonstrated the lowest validity (40%) and highest ambiguity (56.67 \%) , indicating usability and detection issues. User perception data also confirmed this trend, with lower ease-ofuse ratings for the problematic gestures. These findings highlight the need for improved gesture recognition strategies, especially in distinguishing ambiguous inputs. Although the system was generally rated as easy to learn and moderately responsive, future development should involve more diverse participants and focus on refining gesture boundaries.
ISSN:2769-5492
DOI:10.1109/ISITIA66279.2025.11137508