Immersive VR User Interaction Design in MaxWhere XR

This paper presents a case study on transitioning user experience from desktop VR to immersive VR within the MaxWhere XR framework. It explores modifications to accommodate the shift to immersive virtual reality environments. Drawing from scientific research, the study focuses on user interaction design, including locomotion techniques, spatial UI elements, and hybrid interaction models. The paper details the technical implementations required to use MaxWhere XR on wide variety of VR devices. It presents the components form the foundation for designing and implementing the immersive user interactions, ensuring that they are intuitive and efficient in a virtual reality environment. Finally, the paper outlines the effects of these changes on user experience and suggests future development directions for further enhancement.

Authors

Publication Details

Published
2024-11-19
DOI
https://doi.org/10.1109/cinti63048.2024.10830883
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37

Funders

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Immersive VR User Interaction Design in MaxWhere XR

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Immersive VR User Interaction Design in MaxWhere XR

Tamás Budai, Csaba Tóth, Péter Galambos, György Persa, Dániel Mészáros, Norbert Rajos, Gábor Peller, Benedek Heilig, Sára Puspán
article en
1 citations

Abstract

This paper presents a case study on transitioning user experience from desktop VR to immersive VR within the MaxWhere XR framework. It explores modifications to accommodate the shift to immersive virtual reality environments. Drawing from scientific research, the study focuses on user interaction design, including locomotion techniques, spatial UI elements, and hybrid interaction models. The paper details the technical implementations required to use MaxWhere XR on wide variety of VR devices. It presents the components form the foundation for designing and implementing the immersive user interactions, ensuring that they are intuitive and efficient in a virtual reality environment. Finally, the paper outlines the effects of these changes on user experience and suggests future development directions for further enhancement.

Nemzeti Kutatási, Fejlesztési és Innovaciós Alap
Openalex Percentile: Top 35%
Virtual Reality Applications and Impacts
0.37
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