From Research to Practice: Survey and Taxonomy of Object Selection in Consumer VR Applications

Object selection has been explored extensively in the VR research literature. However, the research is typically conducted in constrained experimental setups. It remains unclear whether the designed selection techniques fit the prevalent practical uses and whether the experimental tasks represent important challenges in real applications. To identify and help bridge these gaps, we surveyed current consumer VR applications, containing 206 popular VR game and 3D modeling applications. We extracted 1300+ selection scenarios based on video analyses of these applications and derived a taxonomy to understand common patterns on where and how selections occur. Our findings reveal significant gaps in selection tasks and techniques between research and consumer applications. We also present an interactive visualization tool to help researchers explore the VR object selection scenarios. Finally, we discuss how our work can help researchers and developers evaluate techniques in meaningful tasks and drive the design of techniques.

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Publication Details

Published
2024-10-21
DOI
https://doi.org/10.1109/ismar62088.2024.00115
Citations
10
Primary Topic
Color perception and design
Type
article
Field-Weighted Citation Impact
6.44

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article

From Research to Practice: Survey and Taxonomy of Object Selection in Consumer VR Applications

Dominic A. Simon, Mykola Maslych, Joseph J. LaViola, Difeng Yu et al.
10 citations
Color perception and design
6.44
article

From Research to Practice: Survey and Taxonomy of Object Selection in Consumer VR Applications

Dominic A. Simon, Mykola Maslych, Joseph J. LaViola, Difeng Yu, Esteban Segarra Martinez, Yahya Hmaiti, Joanna Bergström, Eugene M. Taranta, Amirpouya Ghasemaghaei
article en
10 citations

Abstract

Object selection has been explored extensively in the VR research literature. However, the research is typically conducted in constrained experimental setups. It remains unclear whether the designed selection techniques fit the prevalent practical uses and whether the experimental tasks represent important challenges in real applications. To identify and help bridge these gaps, we surveyed current consumer VR applications, containing 206 popular VR game and 3D modeling applications. We extracted 1300+ selection scenarios based on video analyses of these applications and derived a taxonomy to understand common patterns on where and how selections occur. Our findings reveal significant gaps in selection tasks and techniques between research and consumer applications. We also present an interactive visualization tool to help researchers explore the VR object selection scenarios. Finally, we discuss how our work can help researchers and developers evaluate techniques in meaningful tasks and drive the design of techniques.

University of Central Florida (US), University of Copenhagen (DK)
Arm, Danmarks Grundforskningsfond, U.S. Army Combat Capabilities Development Command
Openalex Percentile: Top 3%
Color perception and design
6.44
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