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Guess the Gesture: Uncovering an Intuitive Gesture-based User Interface for 3D Content Interaction in Virtual Reality

Published: 19 June 2023 Publication History
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  • Abstract

    This paper presents a novel approach to co-designing an immersive virtual reality (VR) experience where users can participate in a guessability process for a full gesture-based user interface for 3D content interactions using hand controllers. The proposed VR system includes animated visual prompts to allow users to create their own gestures for 13 different object interactions. A pilot study with two participants demonstrated that the visual prompts helped users understand expected interactions and enhanced their creativity in gesture design while maintaining an enjoyable user experience. Hand motion data and user feedback were collected and will be analyzed to provide quantitative insights into gesture efficiency and economy. This paper contributes to developing an intuitive and interactive gesture-based interface for VR and sets the foundation for future studies with more participants to gather additional gesture design ideas.

    References

    [1]
    Yang Li, Jin Huang, Feng Tian, Hong-An Wang, & Guo-Zhong Dai (2019). Gesture interaction in virtual reality. Virtual Reality & Intelligent Hardware, 1(1), 84-112.
    [2]
    Salman Cheema, Michael Hoffman, & Joseph J. LaViola (2013). 3D Gesture classification with linear acceleration and angular velocity sensing devices for video games. Entertainment Computing, 4(1), 11-24.
    [3]
    Arora, R., Kazi, R., Kaufman, D., Li, W., & Singh, K. (2019). MagicalHands: Mid-Air Hand Gestures for Animating in VR. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology (pp. 463–477). Association for Computing Machinery.
    [4]
    Lee, S., Park, K., Lee, J., & Kim, K. (2017). User Study of VR Basic Controller and Data Glove as Hand Gesture Inputs in VR Games. In 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR) (pp. 1-3).
    [5]
    Wobbrock, J. O., Aung, H. H., Rothrock, B., & Myers, B. A. (2005, April). Maximizing the guessability of symbolic input. In CHI'05 extended abstracts on Human Factors in Computing Systems (pp. 1869-1872).
    [6]
    Di Qi, LouAnne Boyd, Scott Fitzpatrick, & Meghna Raswan. (2023). VRMoVi: Towards an Expressive Visualization for Human Motion and Object Interaction in Virtual Reality.

    Cited By

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    • (2024)Toward Intuitive 3D Interactions in Virtual Reality: A Deep Learning- Based Dual-Hand Gesture Recognition ApproachIEEE Access10.1109/ACCESS.2024.340029512(67438-67452)Online publication date: 2024

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    Published In

    cover image ACM Conferences
    C&C '23: Proceedings of the 15th Conference on Creativity and Cognition
    June 2023
    564 pages
    ISBN:9798400701801
    DOI:10.1145/3591196
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 June 2023

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    Author Tags

    1. Gesture input
    2. Guessability
    3. User interface
    4. Virtual reality

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    • Extended-abstract
    • Research
    • Refereed limited

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    C&C '23
    Sponsor:
    C&C '23: Creativity and Cognition
    June 19 - 21, 2023
    Virtual Event, USA

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    Overall Acceptance Rate 108 of 371 submissions, 29%

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    View all
    • (2024)Toward Intuitive 3D Interactions in Virtual Reality: A Deep Learning- Based Dual-Hand Gesture Recognition ApproachIEEE Access10.1109/ACCESS.2024.340029512(67438-67452)Online publication date: 2024

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