Our goal is to identify, catalog, and quantify immersive VR interaction design patterns. This research set out to create a guide that any creator, designer, developer and/or team could easily utilize to make informed decisions on the interactions within their VR experience. To establish this public library of VR design we needed to create an evaluation that could:
1. Identify & categorize meaningful interaction patterns
2. Evaluate experiences on attributes that could enhance the overall experience such as presence, immersion, and inclusivity
3. Map functionality on input devices to assess established consistency across the industry and across categories
Note that this research is still in progress as we continue to collect more data. The findings you will see within the following pages are only a sample of final results to provide context into our thought process, methodology, framework and goals of the study.
ISMAR 2022 Presenters
Rob Dongas Suzan Oslin Marina Roselli Ke Wang Andrius Leon-Geyer PhD Christian Beyle PhD
Additional Researchers
Lissa Aguilar Hassan Anifowose Dave Birnbuam John Daly Precious Enenta (Didi) Alberto Garcia Lori Helig Andrius Krasuckas Marg Laing Meng Li Elina Ollila Kaitlyn Ouverson Leocricia Sabán
Other Contributors
Viviana Baldarelli Kat Bell Robert Belleman PhD Joy Chiu Olivia Chou Julie Driver Nathan Duker Shea Elmore Nuela Enebechi Fredric Freeman Craig Frehlich Laura Garcia PhD Regine Gilbert Jonathan Giron Santosh Gandhi Dean Hodgskiss Jerry Isdale Erika Jin Michael Kam-Barngrover Seong-Jik KIM Thomas Logan Edwin Martinez-Velazquez Ejaz Merchant Katherine Mimnaugh PhD Roberto Montiel-Enriquez Donal Moran Ayomide (Dejavu) Olukoga Tyrone Reece-Pieters Chetanya Sachdeva Ankita Sinha Guy Stephenson