HCGRJun 23, 2021

Directions for 3D User Interface Research from Consumer VR Games

arXiv:2106.12633v123 citations
Originality Synthesis-oriented
AI Analysis

It addresses the gap between academic 3DUI research and practical innovations in the growing consumer VR market, though it is incremental in synthesizing existing patterns.

The paper identifies novel 3D user interface design patterns from consumer VR games, highlighting their potential for reusability and evaluation in research.

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.

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