TY  - INPR
TI  - Directions for 3D User Interface Research from Consumer VR Games
AV  - public
Y1  - 2021/08/27/
N1  - © 2021 IEEE. This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see (https://creativecommons.org/licenses/by/4.0/).
N2  - 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.
ID  - discovery10133246
UR  - https://doi.org/10.1109/TVCG.2021.3106431
JF  - IEEE Transactions on Visualization and Computer Graphics
A1  - Steed, A
A1  - Takala, TM
A1  - Archer, D
A1  - Lages, W
A1  - Lindeman, RW
KW  - Virtual reality
KW  -  3D user interfaces
KW  -  games
KW  -  interaction patterns
KW  -  consumer head-mounted displays
ER  -