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.
翻译:随着负担得起的深层虚拟现实(VR)系统的持续发展,消费者内容的市场正在日益扩大。目前的消费系统形式与过去30年实验室VR系统并不不同:主要输入机制是头部显示器,手持控制器上有一两只手用纽扣和旋杖。在这30年中,出现了一种非常多样化的学术文献,涵盖3D用户界面(3D)的设计和人类工程学。然而,不断增长的消费市场吸引了范围很广的创意,建立了一套非常多样化的设计。有时这些设计采用学术文献的研究结果,但有时它们试验的是全新或反直观的机制。在本文及其在线辅助文件中,我们报告了从设计和研究角度都感兴趣的3DUI设计模式:它们非常新颖,有可能广泛重复使用和/或建议有趣的评价途径。补充材料是活的文件,是大量来源的有趣模式的存放库。本文是对这些模式进行最有成果的描述,供进一步研究。