VR Interaction Pattern
and Techniques

Selection Patterns

Manipulation Patterns

Indirect Control Pattern

Viewpoint Control Patterns

Widgets and Panels

Non-Spatial

Hand Selection

Pointing

Image Plane

Direct Hand

Proxy

3D Tool

Walking

Steering

Automated


  • 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
  • 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
  • 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
  • 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
  • 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.
  • 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.
  • 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.
  • 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
  • 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
  • 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
  • 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