Abstract
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30 years: the primary input mechanism is a head-tracked display and one or two tracked hands with buttons and joysticks on hand-held controllers. Over those 30 years, a very diverse academic literature has emerged that covers design and ergonomics of 3D user interfaces (3DUIs). However, the growing consumer market has engaged a very broad range of creatives that have built a very diverse set of designs. Sometimes these designs adopt findings from the academic literature, but other times they experiment with completely novel or counter-intuitive mechanisms. In this paper and its online adjunct, we report on novel 3DUI design patterns that are interesting from both design and research perspectives: they are highly novel, potentially broadly re-usable and/or suggest interesting avenues for evaluation. The supplemental material, which is a living document, is a crowd-sourced repository of interesting patterns. This paper is a curated snapshot of those patterns that were considered to be the most fruitful for further elaboration.
Original language | English |
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Pages (from-to) | 4171-4182 |
Number of pages | 12 |
Journal | IEEE Transactions on Visualization and Computer Graphics |
Volume | 27 |
Issue number | 11 |
Early online date | 2021 |
DOIs | |
Publication status | Published - 1 Nov 2021 |
MoE publication type | A1 Journal article-refereed |
Keywords
- 3D user interfaces
- consumer head-mounted displays
- Control systems
- games
- Games
- Guidelines
- interaction patterns
- Standards
- Three-dimensional displays
- User interfaces
- Virtual reality
- Visualization