Overview of Controllers of User Interface for Virtual Reality

Presence Pub Date : 2020-12-01 DOI:10.1162/pres_a_00356
Tomas Novacek;Marcel Jirina
{"title":"Overview of Controllers of User Interface for Virtual Reality","authors":"Tomas Novacek;Marcel Jirina","doi":"10.1162/pres_a_00356","DOIUrl":null,"url":null,"abstract":"Abstract Virtual reality has been with us for several decades already, but we are still trying to find the right ways to control it. There are many controllers with various purposes and means of input, each with its advantages and disadvantages, but also with specific ways to be handled. Our hands were the primary means of input for human--computer interaction for a long time. However, now we can use movements of our eyes, our feet, or even our whole body to control the virtual environment, interact with it, or move from one place to another. We can achieve this with various controllers and wearable interfaces, like eye-tracking, haptic suits, or treadmills. There are numerous devices that we can choose from for every category, but sometimes it can be hard to pick the one that matches our intentions best. This article summarizes all types of user interface controllers for virtual reality, with their main pros and cons and their comparison. By combining controllers, the user's feeling of being immersed in a virtual world can be increased. We will cover positional tracking (optical and nonoptical), hand-based controllers, body tracking, wearable controllers, eye-tracking methods, and locomotion systems. New controllers are being invented by lab researchers and companies for gaming or business. We provide a look at numerous controllers, and we offer a reference guide. This guide lists sources for research papers, technical specs, user reviews, and thoughts from outside academia.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"37-90"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Presence","FirstCategoryId":"1085","ListUrlMain":"https://ieeexplore.ieee.org/document/10159606/","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Abstract Virtual reality has been with us for several decades already, but we are still trying to find the right ways to control it. There are many controllers with various purposes and means of input, each with its advantages and disadvantages, but also with specific ways to be handled. Our hands were the primary means of input for human--computer interaction for a long time. However, now we can use movements of our eyes, our feet, or even our whole body to control the virtual environment, interact with it, or move from one place to another. We can achieve this with various controllers and wearable interfaces, like eye-tracking, haptic suits, or treadmills. There are numerous devices that we can choose from for every category, but sometimes it can be hard to pick the one that matches our intentions best. This article summarizes all types of user interface controllers for virtual reality, with their main pros and cons and their comparison. By combining controllers, the user's feeling of being immersed in a virtual world can be increased. We will cover positional tracking (optical and nonoptical), hand-based controllers, body tracking, wearable controllers, eye-tracking methods, and locomotion systems. New controllers are being invented by lab researchers and companies for gaming or business. We provide a look at numerous controllers, and we offer a reference guide. This guide lists sources for research papers, technical specs, user reviews, and thoughts from outside academia.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
虚拟现实用户界面控制器综述
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Mismatches between 3D Content Acquisition and Perception Cause More Visually Induced Motion Sickness Tokens of Reality: On the Prospective Nature of Virtual Consciousness Bridging the Headset: Engagement, Collaboration, and Learning in and around Virtual Reality How Interaction Techniques Affect Workload in a Virtual Environment During Multitasking Ten Years of Operating a Center with Large-Scale Virtual-Reality Installations: Developments and Learnings
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1