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