Workshop on Novel Input Devices and Interaction Techniques 2025

Virtual Reality (VR), augmented reality (AR), and mixed/extended reality (MR/XR) have become a mainstream technology. Recent advances in VR display technologies have led to high-resolution, ergonomic, and – critically – low-cost head-mounted displays (HMDs). Advances in commercial input devices and interaction techniques have arguably not kept pace with these advances in display systems. For instance, most HMDs include tracked input devices, but these "controllers" are still fairly similar to the earliest examples of 3D controllers used in the VR systems of the 1980s. Interaction in commercial VR systems has similarly lagged; despite many advances in 3D interaction in the past three decades of VR research, interaction in commercial systems largely relies on classical techniques like the virtual hand or ray-casting.

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Publication Details

Published
2025-03-08
DOI
https://doi.org/10.1109/vrw66409.2025.00077
Primary Topic
IoT and Edge/Fog Computing
Type
article
Field-Weighted Citation Impact
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article

Workshop on Novel Input Devices and Interaction Techniques 2025

Anil Ufuk Batmaz, Amy Banić, Kristen Grinyer, Robert J. Teather et al.
IoT and Edge/Fog Computing
article

Workshop on Novel Input Devices and Interaction Techniques 2025

Anil Ufuk Batmaz, Amy Banić, Kristen Grinyer, Robert J. Teather, Francisco R. Ortega, Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger, Prashant Rawat
article en

Abstract

Virtual Reality (VR), augmented reality (AR), and mixed/extended reality (MR/XR) have become a mainstream technology. Recent advances in VR display technologies have led to high-resolution, ergonomic, and – critically – low-cost head-mounted displays (HMDs). Advances in commercial input devices and interaction techniques have arguably not kept pace with these advances in display systems. For instance, most HMDs include tracked input devices, but these "controllers" are still fairly similar to the earliest examples of 3D controllers used in the VR systems of the 1980s. Interaction in commercial VR systems has similarly lagged; despite many advances in 3D interaction in the past three decades of VR research, interaction in commercial systems largely relies on classical techniques like the virtual hand or ray-casting.

University of Wyoming (US), Dalhousie University (CA), Simon Fraser University (CA), Wyoming Department of Education (US), Concordia University (CA), Carleton University (CA), Colorado State University (US)
Openalex Percentile: Top 92%
IoT and Edge/Fog Computing
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Workshop on Novel Input Devices and Interaction Techniques 2025 — Anil Ufuk Batmaz, Amy Banić, et al. · (2025) | TGRS Research Map | TGRS