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      Entering the Next Dimension: A Review of 3D User Interfaces for Virtual Reality

      , , , ,
      Electronics
      MDPI AG

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          Abstract

          In the last decade, the use of virtual reality (VR) technologies has been increasing, as head-mounted display devices, such as the Meta Quest series, have become commercially accessible to everyday consumers. There are plenty of software applications developed for VR, ranging from games to serious training. Despite the fast-growing emergence of novel and natural gesture-based interface components, traditional windows, icons, menus, and pointer user interfaces still remain popular in these implementations. Therefore, navigating and interacting within 3-dimensional environments can still be challenging in virtual reality. This body of work will serve as a reference to the literature survey on 3-dimensional user interfaces and their implementations, and categorize them to reiterate a set of design recommendations for implementing 3-dimensional user interfaces in virtual reality. While questions revolve around the need for a 3-dimensional user interface if a 2-dimensional user interface suffices, we cannot ignore the capabilities and benefits offered when utilising 3-dimensional space. Unlike other work, this work proposes a novel metaphor-guided quadrant model to delineate the 3-dimensional user interface problem in an end-to-end manner. To achieve this, over 30 unique articles selected using a meta-analyses methodology were reviewed. The result highlights the dimensional semantics of the inputs and dimensional outcomes of the virtual targets. Notable reiterated design recommendations would match devices to interaction and then to the tasks in 3-dimensional environments, reducing the degrees of freedom, imposing constraints when possible, and not implementing one single best interaction technique. The results of this survey will be beneficial for virtual reality simulation designers or researchers attempting to determine the appropriate model when developing user interfaces for virtual reality content.

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          Most cited references80

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            Immersive interfaces for engagement and learning.

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            Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is "inside" a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies are needed on the capabilities of immersive media for learning, on the instructional designs best suited to each type of immersive medium, and on the learning strengths and preferences these media develop in users.
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              Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study

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                Author and article information

                Contributors
                (View ORCID Profile)
                (View ORCID Profile)
                Journal
                ELECGJ
                Electronics
                Electronics
                MDPI AG
                2079-9292
                February 2024
                February 01 2024
                : 13
                : 3
                : 600
                Article
                10.3390/electronics13030600
                f30cc69d-4a59-4a9a-96ae-c9faf4fd800f
                © 2024

                https://creativecommons.org/licenses/by/4.0/

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