Directions for 3D User Interface Research from Consumer VR Games
Anthony Steed, Tuukka M. Takala, Daniel Archer, Wallace Lages, Robert, W. Lindeman

TL;DR
This paper reviews novel 3D user interface design patterns emerging from consumer VR games, highlighting their potential for broad reuse and research, and providing a curated, crowd-sourced repository for future exploration.
Contribution
It introduces a curated collection of innovative 3DUI design patterns from consumer VR, emphasizing their novelty and research relevance.
Findings
Identified highly novel 3DUI patterns from consumer VR games
Created a crowd-sourced repository of design patterns
Highlighted potential for broad re-use and further research
Abstract
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30 years: the primary input mechanism is a head-tracked display and one or two tracked hands with buttons and joysticks on hand-held controllers. Over those 30 years, a very diverse academic literature has emerged that covers design and ergonomics of 3D user interfaces (3DUIs). However, the growing consumer market has engaged a very broad range of creatives that have built a very diverse set of designs. Sometimes these designs adopt findings from the academic literature, but other times they experiment with completely novel or counter-intuitive mechanisms. In this paper and its online adjunct, we report on novel 3DUI design patterns that are interesting from…
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