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VR Interaction Pattern and Techniques - Coggle Diagram
VR Interaction Pattern
and Techniques
Selection Patterns
Hand Selection
User directly reaches out the hand to touch some object
Ideal for realistic interactions
The arm can only be stretched so far, and the wrist rotated so far to those objects within reach
Pointing
One of the most fundamental and often-used patterns for selection
Better for selection than the hand selection pattern unless realistic interaction is required
Selection by pointing is not appropriate when realistic interaction is required
Image Plane
It uses a combination of eye position and hand position for selection
Simulate direct touch at a distance, thus are easy to use
Results in fatigue when used often due to having to hold the hand up high in front of the eye
Manipulation Patterns
Direct Hand
Corresponds to the way we manipulate objects with our hands in the real world
Direct positioning and orientation with the hand
A straightforward implementation is limited by the physical reach o f the user.
Proxy
It uses a proxy to manipulate a remote object
Works well when a remote object needs to be intuitively manipulated as if it is were in the user’s hands
Can be difficult to manipulate as intended when there is a lack of directional compliance.
3D Tool
It enables users to directly manipulate an intermediary 3D tool with their hands that in turn directly manipulates some object in the world
Use to enhance the capability of the hands to manipulate objects
It can take more effort to use if the user must first travel and maneuver to an appropriate angle in order to apply the tool to an object
Indirect Control Pattern
Widgets and Panels
It is the most common form of VR indirect control, and typically follows 2D desktop widget and panel/window metaphors
They are useful for complex tasks where it is difficult to directly interact with an object and will be activated via a Pointing Pattern
Not as obvious or intuitive as direct mappings and may take longer to learn
Non-Spatial
It provides global action performed through description instead of a spatial relationship
Use when options can be
visually presented
Gestures and accents are highly variable from user to user and even for a single user
Viewpoint Control Patterns
Walking
It controls motion of the feet
to control the viewpoint.
It matches or mimics real world locomotion and therefore provides a high degree of interaction fidelity
It is not appropriate when rapid or distant navigation is important.
Steering
It is a continuous control of viewpoint direction that does not involve movement of the feet
It is appropriate for traveling great distances without the need for physical exertion
It provides less biomechanical symmetry than the walking pattern
Automated
Passively changes the
user’s viewpoint
When the user is playing the role of a passive observer as a passenger controlled by some other entity or when free exploration of the environment is not important or not possible
Can be disorienting and sometimes nauseating