TY - GEN
T1 - Beyond Being Real
T2 - 2022 CHI Conference on Human Factors in Computing Systems, CHI 2022
AU - Abtahi, Parastoo
AU - Hough, Sidney Q.
AU - Landay, James A.
AU - Follmer, Sean
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/4/29
Y1 - 2022/4/29
N2 - We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or scaling up the user's avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.
AB - We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or scaling up the user's avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.
KW - framework
KW - interaction design
KW - sensorimotor control
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85130533782&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85130533782&partnerID=8YFLogxK
U2 - 10.1145/3491102.3517706
DO - 10.1145/3491102.3517706
M3 - Conference contribution
AN - SCOPUS:85130533782
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2022 - Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 30 April 2022 through 5 May 2022
ER -