The Impact of Physical Props and Physics-Associated Visual Feedback on VR Archery Performance
Highlights
- Physical props significantly enhance presence and enjoyment but increase hand tremor, impairing task performance in high-skill VR archery.
- Physics-associated visual feedback moderates the negative impact of hand tremor on performance and synergistically enhances flow experience when combined with physical props.
- VR designers should implement multimodal integration where physical props are paired with congruent visual feedback to optimize both engagement and performance.
- The identified moderated pathway provides a framework for balancing experiential benefits against performance demands in high-skill VR applications.
Abstract
1. Introduction
1.1. Background
- Develop and validate a virtual reality archery framework with integrated sensors that can objectively quantify motion performance through data acquisition.
- Investigate the underlying mechanisms through which physical props affect both performance and user experience in high-skill VR tasks.
- Explore how does physics-associated visual feedback interact with the physical prop interfaces, and can it mitigate potential performance decrements while enhancing the subjective experience.
- We establish a sensor-driven experimental framework that objectively quantify motor performance in VR archery tasks, offering a potential pathway for methodological refinement in XR interaction research.
- Through objective quantitative metrics, this study provides a nuanced, mechanism-based explanation for the performance-experience trade-off associated with physical props in high-skill VR tasks.
- This study elucidates how physics-associated visual feedback moderates the impact of motor instability on performance and experience, offering principled insights for designing effective and engaging multimodal VR interactions.
1.2. Related Work
1.2.1. Application Research of Physical Props in VR
1.2.2. The Impact of Simulated Haptic and Visual Feedback in VR
2. Material and Methods
2.1. Design of the Physical Prop Interfaces
2.1.1. The Hardware Architecture
2.1.2. Gesture Recognition
2.2. Physics-Associated Visual Feedback
2.3. Experiment
2.3.1. Study Design
2.3.2. Participants
2.3.3. Procedures
2.3.4. Measures
Objective Measures
- Hit deviation, which reflects the precision with which users completed the task. For each shot, the Euclidean distance between the arrow’s impact coordinates on the target plane and the bullseye is recorded. This distance is then normalized using the radial separation from the bullseye (10-ring) to the 5-ring line as one unit.
- Hand tremor, an objective factor potentially affecting precision, was operationalized as the mean positional deviation of the bow. This metric was derived from continuous sampling of the bow’s position at 60 Hz in the second before firing. For each frame, the Euclidean distance from the bow’s position to the average center across all frames was computed. The arithmetic mean of these distances (in centimeters) was then used as the quantification index, with higher values denoting poorer arm stability.
- Task completion time, which indicates efficiency. For each shot, the system records the precise duration from the initiation of the aiming action to the moment the arrow is released.
Subjective Measures
- Presence: We selected 4 items from the I-group Presence Questionnaire [39] to assess the immersive experience of the players.
- Physical Activity Enjoyment: We selected 4 items from the Short Version of the Physical Activity Enjoyment Scale [40] to evaluate the enjoyment of the players, focusing on positive experiences during the activity.
- Flow experience: We selected 4 items from a validated scale [41] to measure the flow experience of the players, covering key dimensions such as concentration and sense of control.
- Competence: To assess players’ sense of competence—a psychological need reflecting their perceived effectiveness and mastery in the game environment—we selected 4 items from the Competence subscale of the Game Experience Questionnaire [38].
- Task Load: We measured the mental and physical demands of the task using the 6 items of the NASA-TLX questionnaire [42], and the overall workload score was computed using the unweighted Raw TLX procedure.
- System Usability: We evaluated the usability of the game system using the 10 items of the System Usability Scale [43].
- Future Use Intention: We measured players’ intention to continue using the system in the future through a single-item scale, reflecting the system’s attractiveness and potential value.
3. Results
3.1. Task Performance
3.1.1. Hit Deviation Analysis
3.1.2. Task Completion Time Analysis
3.1.3. Hand Tremor Analysis
3.1.4. Linear Mixed-Effects Analysis of Hand Tremor
3.1.5. Linear Mixed-Effects Analysis of Hit Deviation
3.2. Questionnaire Result
3.2.1. Presence
3.2.2. PAE
3.2.3. Flow Experience
3.2.4. Competence
3.2.5. SUS and Task Load
4. Discussion
4.1. Main Findings
4.2. Reconciling Findings from Different Analytical Approaches
4.3. Design Inspiration
4.4. Limitations and Future Work
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
| Measurement | Model | Cronbach’s Alpha | KMO | Bartlett’s Test of Sphericity | ||
|---|---|---|---|---|---|---|
| Chi-Square | df | Sig. | ||||
| Presence | SC − VF | 0.909 | 0.822 | 89.463 | 6 | 0.000 |
| SC + VF | 0.911 | 0.821 | 86.018 | 6 | 0.000 | |
| PP − VF | 0.700 | 0.734 | 23.150 | 6 | 0.001 | |
| PP + VF | 0.883 | 0.758 | 70.769 | 6 | 0.000 | |
| PAE | SC − VF | 0.828 | 0.768 | 59.059 | 6 | 0.000 |
| SC + VF | 0.876 | 0.816 | 68.78 | 6 | 0.000 | |
| PP − VF | 0.842 | 0.797 | 51.496 | 6 | 0.000 | |
| PP + VF | 0.855 | 0.795 | 87.658 | 6 | 0.000 | |
| Flow Experience | SC − VF | 0.896 | 0.747 | 82.538 | 6 | 0.000 |
| SC + VF | 0.884 | 0.713 | 88.956 | 6 | 0.000 | |
| PP − VF | 0.697 | 0.703 | 27.851 | 6 | 0.000 | |
| PP + VF | 0.781 | 0.721 | 59.258 | 6 | 0.000 | |
| Competence | SC − VF | 0.904 | 0.831 | 80.198 | 6 | 0.000 |
| SC + VF | 0.892 | 0.804 | 83.697 | 6 | 0.000 | |
| PP − VF | 0.873 | 0.792 | 65.136 | 6 | 0.000 | |
| PP + VF | 0.907 | 0.830 | 88.088 | 6 | 0.000 | |
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| Category | Variable | Measurement Scale |
|---|---|---|
| Objective | Hit Deviation | Normalized distance |
| Hand Tremor | Centimeters | |
| Task Completion Time | Seconds | |
| Subjective | Presence | Likert-7 |
| Physical Activity Enjoyment (PAE) | Likert-7 | |
| Flow Experience | Likert-7 | |
| Competence | Likert-7 | |
| Task Load | Likert-7 | |
| System Usability | Likert-7 | |
| Future Use Intention | Likert-7 |
| Parameter | Estimate | Significance |
|---|---|---|
| Intercept | 2.132 | *** 1 |
| [VF = 0] 2 | 0.055 | |
| [PP = 0] | −1.216 | *** |
| Time | −0.112 | ** |
| [PP = 0] × Time | 0.142 | * |
| Parameter | Estimate | Significance |
|---|---|---|
| Intercept | 0.457 | |
| [VF = 0] | −0.115 | |
| [PP = 0] | −0.337 | |
| Time | 0.163 | |
| Hand Tremor | 0.552 | |
| [VF = 0] × Hand Tremor | 1.517 | p = 0.009 **1 |
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Liu, Z.; Xu, H.; Tu, M.; Tian, F. The Impact of Physical Props and Physics-Associated Visual Feedback on VR Archery Performance. Sensors 2025, 25, 6991. https://doi.org/10.3390/s25226991
Liu Z, Xu H, Tu M, Tian F. The Impact of Physical Props and Physics-Associated Visual Feedback on VR Archery Performance. Sensors. 2025; 25(22):6991. https://doi.org/10.3390/s25226991
Chicago/Turabian StyleLiu, Zhenyu, Haojun Xu, Mengyang Tu, and Feng Tian. 2025. "The Impact of Physical Props and Physics-Associated Visual Feedback on VR Archery Performance" Sensors 25, no. 22: 6991. https://doi.org/10.3390/s25226991
APA StyleLiu, Z., Xu, H., Tu, M., & Tian, F. (2025). The Impact of Physical Props and Physics-Associated Visual Feedback on VR Archery Performance. Sensors, 25(22), 6991. https://doi.org/10.3390/s25226991

