[go: up one dir, main page]

Skip to main content

Interaction in Virtual Worlds

  • Chapter
  • First Online:
Virtual and Augmented Reality (VR/AR)

Abstract

In Chap. 1, VR and AR have already been introduced as innovative forms of human–computer interaction. This chapter deals in detail with the design and realization of interaction and the resulting user interface of a VR/AR system. A user interacts with a virtual world to select (selection) and change (manipulation) virtual objects and to control the position and viewing direction in the virtual environment (navigation). In addition, the user interacts with the system itself (system control) to perform functions outside the virtual environment on a meta-level (e.g., loading a new virtual world). These basic tasks of system control, selection, manipulation and navigation are each dealt with in a subsection. Solutions for the realization of corresponding interactions are presented. It is essential to achieve good usability. This is a core issue of human–computer interaction in general. Therefore, the basics of human–computer interaction are discussed at the beginning of the chapter. Moreover, a subsection considers special design processes that guide a developer in the design and realization of VR/AR interactions. An essential aspect here is the repeated validation of interactions with users in the form of user tests. Methods for the execution and evaluation of user tests are therefore dealt with separately in a subsection. Interactions with VR/AR systems always have effects on the user. The related ethical and legal aspects are discussed in the last subsection.

Dedicated website for additional material: vr-ar-book.org

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  • ACM (2018) The ACM code of ethics: guiding members with a framework of ethical conduct. Association for Computing Machinery. https://www.acm.org/about-acm/code-of-ethics. Accessed 1 Apr 2018

  • Beckhaus S, Blom K, Haringer M (2007) ChairIO – the chair-based interface. In: Magerkurth C, Rötzler C (eds) Concepts and technologies for pervasive games: a reader for pervasive gaming research. Shaker Verlag, Aachen

    Google Scholar 

  • Bellotti V, Back M, Edwards WK, Grinter RE, Henderson A, Lopes C (2002) Making sense of sensing systems: five questions for designers and researchers. In: Proceedings of CHI 2002, pp 415–422

    Google Scholar 

  • Benford S, Fahlen L (1993) A spatial model of interaction in large virtual environments. In: Proceedings of ESCW 1993, pp 109–124

    Google Scholar 

  • Boletsis C (2017) The new era of virtual reality locomotion: a systematic literature review of techniques and a proposed typology. Multimodal Technol Interact 1(4):24

    Article  Google Scholar 

  • Bowman DA, Hodges LF (1999) Formalizing the design, evaluation, and application of interaction techniques for immersive virtual environments. J Vis Lang Comput 10:37–53

    Article  Google Scholar 

  • Bowman DA, Kruijff E, Laviola JJ (2004) 3D user interfaces: theory and practice. Addison-Wesley, Amsterdam

    Google Scholar 

  • Bozgeyikli E (2016) Locomotion in virtual reality for room scale tracked areas. Graduate theses and Dissertations, University of South Florida, Scholar Commons. http://scholarcommons.usf.edu/etd/6470. Accessed 31 Aug 2018

  • Brooks Jr FP (1995) The mythical man-month (Anniversary edn). Addison-Wesley, London

    Google Scholar 

  • Buxton B (2007) Sketching user experiences: getting the design right and the right design. Morgan Kaufmann, San Francisco

    Google Scholar 

  • Card S, Mackinlay J, Robertson G (1990) The design space of input devices. In: Proceedings of CHI 1990, pp 117–124

    Google Scholar 

  • Carroll JM (2000) Making use: scenario-based design of human–computer interactions. MIT Press, Cambridge

    Google Scholar 

  • Dachselt R, Hübner A (2007) Virtual environments: three-dimensional menus: a survey and taxonomy. Comput Graph 31(1):53–65

    Article  Google Scholar 

  • De Boeck J, Raymaekers C, Coninx K (2005) Are existing metaphors in virtual environments suitable for haptic interaction. In: Proceedings of VRIC 2005, pp 261–268

    Google Scholar 

  • Fernandes AS, Feiner SK (2016) Combating VR sickness through subtle dynamic field-of-view modification. In: IEEE symposium on 3D user interfaces, pp 201–210

    Google Scholar 

  • Ferracani D, Pezzatini D, Bianchini J, Biscini G, Del Bimbo A (2016) Locomotion by natural gestures for immersive virtual environments. In: Proceedings of 1st international workshop on multimedia alternate realities. ACM, New York, pp 21–24

    Chapter  Google Scholar 

  • Foley JD, van Dam A, Feiner SK, Hughes JF (1993) Computer graphics: principles and practice. Addison-Wesley, Boston

    MATH  Google Scholar 

  • Glaser BG, Strauss AL (1967) The discovery of the grounded theory: strategies for qualitative research. Transaction Publishers, Rutgers

    Google Scholar 

  • Jacob RJK (1990) What you look at is what you get: eye movement-based interaction techniques. In: Proceedings of CHI 1990, pp 11–18

    Google Scholar 

  • Langbehn E, Lubos P, Bruder G, Steinicke F (2017) Bending the curve: sensitivity to bending of curved paths and application in room-scale VR. IEEE Trans Vis Comput Graph 23(4):1389–1398

    Article  Google Scholar 

  • Langbehn E, Lubos P, Steinicke F (2018) Evaluation of locomotion techniques for room-scale VR. Joystick, teleportation, and redirected walking. In: Proceedings of virtual reality international conference (VRIC), pp 1–9. https://doi.org/10.1145/3234253.3234291

    Chapter  Google Scholar 

  • Lenggenhager B, Tadi T, Metzinger T, Blanke O (2007) Video ergo sum: manipulating bodily self-consciousness. Science 317:1096–1099

    Article  Google Scholar 

  • Madary M, Metzinger TK (2016) Real virtuality: a code of ethical conduct. Recommendations for good scientific practice and the consumers of VR-technology. Front Robot AI 3:3

    Article  Google Scholar 

  • Metzinger T (2014) Der Ego Tunnel. Piper, München

    Google Scholar 

  • Nielsen J (1994) Usability engineering. Morgan Kaufmann, San Francisco

    MATH  Google Scholar 

  • Nilsson NC, Peck T, Bruder G, Hodgson E, Serafin S, Whitton M, Rosenberg ES, Steinicke F (2018) 15 years of research on redirected walking in immersive virtual environments. IEEE Comput Graph Appl 38(2):44–56

    Article  Google Scholar 

  • Peck TC, Fuchs H, Whitton MC (2011) An evaluation of navigational ability comparing redirected free exploration with distractors to walking-in-place and joystick locomotion interfaces. In: Proceedings of IEEE virtual reality, pp 55–62

    Google Scholar 

  • Peck TC, Seinfeld S, Aglioti SM, Slater M (2013) Putting yourself in the skin of a black avatar reduces implicit racial bias. Conscious Cogn 22(3):779–787

    Article  Google Scholar 

  • Piryankova IV, Stefanucci JK, Romero J, de la Rosa S, Black MJ, Mohler BJ (2014) Can I recognize my body’s weight? The influence of shape and texture on the perception of self. ACM Trans Appl Percept 11(3):1–18

    Article  Google Scholar 

  • Prümper J (1993) Software-evaluation based upon ISO 9241 part 10. In: Greching T, Tschegli M (eds) Human computer interaction. Springer, Berlin

    Google Scholar 

  • Raskin J (2000) The humane interface. New directions for designing interactive systems. Addison-Wesley Longman, Amsterdam

    Google Scholar 

  • Razzaque S (2005) Redirected walking. Dissertation, University of North Carolina at Chapel Hill

    Google Scholar 

  • Reddit (2018) List of VR locomotion techniques. https://www.reddit.com/r/Vive/wiki/locomotion_methods. Accessed 31 Aug 2018

  • Rizzo A, Koenig ST (2017) Is clinical virtual reality ready for prime time? Neuropsychology 31(8):877–899

    Article  Google Scholar 

  • Shneiderman B, Plaisant C, Cohen M (2016) Designing the user interface: strategies for effective human–computer interaction, 6th revised edn. Addison-Wesley Longman, Amsterdam

    Google Scholar 

  • Slater M, Usoh M, Steed A (1994) Depth of presence in a virtual environment. Presence 3(2):130–144

    Article  Google Scholar 

  • Spiegel JS (2017) The ethics of virtual reality technology: social hazards and public policy recommendations. Sci Eng Ethics 24:1537–1550

    Article  MathSciNet  Google Scholar 

  • Suma E, Finkelstein SL, Reid M, Ulinski A, Hodges LF (2009) Real walking increases simulator sickness in navigationally complex virtual environments. In: Proceedings of IEEE VR 2009, pp 245–246

    Google Scholar 

  • Suma E, Clark S, Krum D, Finkelstein S, Bolas M, Warte Z (2011) Leveraging change blindness for redirection in virtual environments. In: Proceedings of IEEE virtual reality, pp 159–166

    Google Scholar 

  • Sun Q, Patney A, Wei LY, Shapira O, Lu J, Asente P, Zhu S, Mcguire M, Luebke D, Kaufman A (2018) Towards virtual reality infinite walking: dynamic saccadic redirection. ACM Trans Graph 37(4):1–13

    Article  Google Scholar 

  • Usoh M, Arthur K, Whitton MC, Bastos R, Steed A, Slater M, Brooks FP Jr (1999) Walking > walking-in-place > flying, in virtual environments. In: Proceedings of SIGGRAPH 1999, pp 359–364

    Google Scholar 

  • Wang J, Lindeman RW (2011) Comparing isometric and elastic surfboard interfaces for leaning-based travel in 3D virtual environments. In: IEEE symposium on 3D user interfaces, pp 31–38

    Google Scholar 

  • Wang J, Lindeman RW (2012) Leaning-based travel interfaces revisited: frontal versus sidewise stances for flying in 3D virtual spaces. In: Proceedings of VRST 2012, pp 121–128

    Google Scholar 

  • Wilson PT, Kalescky W, MacLaughlin A, Williams B (2016) VR locomotion: walking > walking in place > arm swinging. In: Proceedings of 15th ACM conference on virtual-reality continuum and its applications in industry, vol 1, pp 243–249

    Google Scholar 

  • Winograd T, Flores F (1986) Understanding computers and cognition: a new foundation for design. Addison-Wesley, Boston

    MATH  Google Scholar 

  • Wittmer BG, Singer MJ (1998) Measuring presence in virtual environments: a presence questionnaire. Presence 7(3):225–240

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Recommended Reading

Recommended Reading

  • Bowman DA, Kruijff E, Laviola JJ (2004) 3D user interfaces: theory and practice. Addison-Wesley, Amsterdam – Standard textbook that discusses user interfaces in 3D.

  • Lazar J, Feng JH, Hochheiser H (2017) Research methods in human–computer interaction, 2nd edn. Morgan Kaufmann, San Francisco – Detailed presentation of various research methods relevant to VR interaction, including controlled experiments and ethnography.

  • Rubin J, Chisnell D (2008) Handbook of usability testing, 2nd edn. Wiley, New York – Practice-oriented book that shows how to plan, conduct and evaluate usability tests.

  • Shneiderman B, Plaisant C, Cohen M (2016) Designing the user interface: Strategies for effective human–computer interaction (6th revised edn). Addison-Wesley Longman, Amsterdam – Standard textbook for the field of human–computer interaction.

  • Tullis T, Albert W (2013) Measuring the user experience, 2nd edn. Morgan Kaufman, San Francisco – Book that focuses on measuring in the field of human–computer interaction and presents a variety of metrics.

Further information on the topic of interaction in VR can be found on the numerous websites of research institutions and especially in the conference proceedings of the corresponding conferences and workshops, e.g., IEEE Virtual Reality (IEEE VR), IEEE Symposium on 3D User Interfaces (3DUI), ACM Symposium on Virtual Reality Software and Technology (VRST), ACM Symposium on User Interface Software and Technology (UIST), ACM SIGCHI Conference on Human Factors in Computing Systems (CHI), IEEE Symposium on Mixed and Augmented Reality (ISMAR), Eurographics Symposium on Virtual Environments (EGVE), and the EuroVR Conference.

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Doerner, R., Geiger, C., Oppermann, L., Paelke, V., Beckhaus, S. (2022). Interaction in Virtual Worlds. In: Doerner, R., Broll, W., Grimm, P., Jung, B. (eds) Virtual and Augmented Reality (VR/AR). Springer, Cham. https://doi.org/10.1007/978-3-030-79062-2_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-79062-2_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-79061-5

  • Online ISBN: 978-3-030-79062-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics