Abstract

Tangible User Interface (TUI) represents a huge potential for Virtual Reality (VR) because tangibles can naturally provide rich haptic cues which are often missing in VR experiences that make use of standard controllers. We are particularly interested in implementing TUIs for smartphone-based VR, given the lower usage barrier and easy deployment. In order to keep the overall system simple and accessible, we have explored object detection through visual markers, using the smartphone’s camera. In order to help VR experience designers, in this work we present a design space for marker-based TUI for VR. We have mapped this design space by developing several marker-based tangible interaction prototypes and through a formative study with professionals with different backgrounds. We then instantiated the design space in a Tangible VR Book which we evaluate with remote user studies inspired by the vignette methodology.

Highlights

  • Ishii and Ullmer [1] introduced the concept of Tangible User Interface (TUI) more than 20 years ago, and later systematised and defined it as:. . . tangible interfaces give physical form to digital information, employing physical artifacts both as representations and controls for computational media [2].For Virtual Reality (VR), tangible interaction represents a huge potential because physical objects can naturally provide rich haptic cues which are often missing in VR experiences

  • For VR, tangible interaction represents a huge potential because physical objects can naturally provide rich haptic cues which are often missing in VR experiences

  • We presented a design space of marker-based TUIs for VR built from experience gained through early prototyping and insights from a formative study

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Summary

Introduction

For VR, tangible interaction represents a huge potential because physical objects can naturally provide rich haptic cues which are often missing in VR experiences. TUIs can result in higher immersiveness [5,6] because they provide richer sensory feedback than standard controllers. They can contribute to higher feeling of presence, physical presence as defined by Lee [7]. Commander—where two players, one using a VR headset and another manipulating the Sifteo Cubes, collaborate to escape a maze. The player with the Sifteo Cubes, moves them around to form and manipulate a virtual maze, while the VR user can identify enemies and obstacles.

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