Abstract

Virtual reality technologies (VR) have advanced rapidly in the last few years. Prime examples include the Oculus RIFT and HTC Vive that are both head-worn/mounted displays (HMDs). VR HMDs enable a sense of immersion and allow enhanced natural interaction experiences with 3D objects. In this research we explore suitable interactions for manipulating 3D objects when users are wearing a VR HMD. In particular, this research focuses on a user-elicitation study to identify natural interactions for 3D manipulation using dual-hand controllers, which have become the standard input devices for VR HMDs. A user elicitation study requires potential users to provide interactions that are natural and intuitive based on given scenarios. The results of our study suggest that users prefer interactions that are based on shoulder motions (e.g., shoulder abduction and shoulder horizontal abduction) and elbow flexion movements. In addition, users seem to prefer one-hand interaction, and when two hands are required they prefer interactions that do not require simultaneous hand movements, but instead interactions that allow them to alternate between their hands. Results of our study are applicable to the design of dual-hand interactions with 3D objects in a variety of virtual reality environments.

Highlights

  • Virtual reality (VR) is still an emergent technology but it is rapidly advancing and marketed as a productivity and entertainment device

  • VR environments should minimize requiring users to carry out precise actions that require focusing on small elements for a long time

  • Summary and conclusions In the paper we have presented our work on the exploration of suitable manipulations to interact with 3D objects in virtual reality head-mounted display (HMD) environments

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Summary

Introduction

Virtual reality (VR) is still an emergent technology but it is rapidly advancing and marketed as a productivity and entertainment device. There are two common implementations of VR environments: (1) spatially immersive projected wall displays (e.g. CAVEs), which show backside-projected computer-generated displays onto walls, ceilings, and floors of a small sized (often cubical) room [3]; and (2) head-worn/mounted displays (HMDs), which use binocular stereoscopic displays attached to users’ head and have sensors to track and capture changes in the orientation of the users’ head movements. These VR HMD devices support a variety of resolutions and are typically supported by 3D interfaces with different characteristics [4]. The traditional game controller for the Xbox and PlayStation systems are often used for interacting with 3D VR content—e.g., for playing games [6] and for navigation activities [7, 8]

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