Skip to main content

Enabling Human Interaction in Virtual Reality: An Explorative Overview of Opportunities and Limitations of Current VR Technology

  • 588 Accesses

Part of the Lecture Notes in Computer Science book series (LNCS,volume 13518)

Abstract

Virtual reality (VR) enables users to experience immersive virtual environments and has become an important tool in different domains such as industry, healthcare, professional services, or education. In many of the VR use cases, humans do not only need to interact with the virtual surroundings (e.g., machines), but also with other humans (e.g., business meetings or creativity workshops). However, human (to human) interaction in VR leads to technological challenges. Hence, researchers and practitioners need to analyze which VR technology actually supports features for human interaction that fit their use cases. A current overview in that regard, however, is missing. Therefore, based upon a market analysis, this paper provides a summary of current VR hardware, software applications and frameworks. We compare the general VR hardware ecosystems, sensory capabilities, technical specifications, available software applications that focus on human interaction, and development tools. The results show that, while many technologies provide specific features, only few solutions allow for the full range of human interaction in VR.

Keywords

  • Virtual reality
  • Head-mounted displays
  • Human interaction

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-031-21707-4_9
  • Chapter length: 18 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   84.99
Price excludes VAT (USA)
  • ISBN: 978-3-031-21707-4
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   109.99
Price excludes VAT (USA)

References

  1. Steffen, J.H., Gaskin, J.E., Meservy, T.O., Jenkins, J.L., Wolman, I.: Framework of affordances for virtual reality and augmented reality. J. Manag. Inf. Syst. 36, 683–729 (2019). https://doi.org/10.1080/07421222.2019.1628877

    CrossRef  Google Scholar 

  2. Torro, O., Jalo, H., Pirkkalainen, H.: Six reasons why virtual reality is a game-changing computing and communication platform for organizations. Commun. ACM. 64, 48–55 (2021). https://doi.org/10.1145/3440868

    CrossRef  Google Scholar 

  3. Wechsler, T.F., Kümpers, F., Mühlberger, A.: Inferiority or Even Superiority of Virtual Reality Exposure Therapy in Phobias?—A Systematic Review and Quantitative Meta-Analysis on Randomized Controlled Trials Specifically Comparing the Efficacy of Virtual Reality Exposure to Gold Standard in vivo Exposure in Agoraphobia, Specific Phobia, and Social Phobia. Frontiers in Psychology 10 (2019)

    Google Scholar 

  4. Porras, D.C., Siemonsma, P., Inzelberg, R., Zeilig, G., Plotnik, M.: Advantages of virtual reality in the rehabilitation of balance and gait: Systematic review. Neurology 90, 1017–1025 (2018). https://doi.org/10.1212/WNL.0000000000005603

    CrossRef  Google Scholar 

  5. Getuli, V., Capone, P., Bruttini, A., Isaac, S.: BIM-based immersive virtual reality for construction workspace planning: a safety-oriented approach. Autom. Constr. 114, 103160 (2020). https://doi.org/10.1016/j.autcon.2020.103160

    CrossRef  Google Scholar 

  6. Makransky, G., Borre-Gude, S., Mayer, R.E.: Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. J. Comput. Assist. Learn. 35, 691–707 (2019). https://doi.org/10.1111/jcal.12375

    CrossRef  Google Scholar 

  7. Liaw, S.Y., Ooi, S.W., Rusli, K.D.B., Lau, T.C., Tam, W.W.S., Chua, W.L.: Nurse-physician communication team training in virtual reality versus live simulations: randomized controlled trial on team communication and teamwork attitudes. J. Med. Internet Res. 22, e17279 (2020). https://doi.org/10.2196/17279

    CrossRef  Google Scholar 

  8. Sun, X., Liu, H., Tian, Y., Wu, G., Gao, Y.: Team effectiveness evaluation and virtual reality scenario mapping model for helicopter emergency rescue. Chin. J. Aeronaut. 33, 3306–3317 (2020). https://doi.org/10.1016/j.cja.2020.06.003

    CrossRef  Google Scholar 

  9. Mulders, M., Zender, R.: An academic conference in virtual reality?-evaluation of a SocialVR conference. In: 2021 7th International Conference of the Immersive Learning Research Network (iLRN), pp. 1–6 (2021). https://doi.org/10.23919/iLRN52045.2021.9459319

  10. Stanney, K.M., Cohn, J.V.: Virtual Environments. In: Jacko, J.A. (ed.) Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, 3rd edn., pp. 643–667. CRC Press Inc, USA (2012)

    Google Scholar 

  11. Mestre, D., Vercher, J.-L.: Immerstion and Presence. In: Fuchs, P., Moreau, G., Guitton, P. (eds.) Virtual Reality: Concepts and Technologies, pp. 93–102. CRC Press/Balkema, London (2011)

    Google Scholar 

  12. Cruz-Neira, C., Sandin, D.J., DeFanti, T.A.: Surround-screen projection-based virtual reality: the design and implementation of the CAVE. In: Proceedings of the 20th annual conference on Computer graphics and interactive techniques, pp. 135–142. Association for Computing Machinery, New York, NY, USA (1993). https://doi.org/10.1145/166117.166134

  13. Rauschnabel, P.A., Felix, R., Hinsch, C., Shahab, H., Alt, F.: What is XR? towards a framework for augmented and virtual reality. Comput. Hum. Behav. 133, 107289 (2022). https://doi.org/10.1016/j.chb.2022.107289

    CrossRef  Google Scholar 

  14. Oberhauser, R., Pogolski, C., Matic, A.: VR-BPMN: Visualizing BPMN Models in Virtual Reality. In: Shishkov, B. (ed.) BMSD 2018. LNBIP, vol. 319, pp. 83–97. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-94214-8_6

    CrossRef  Google Scholar 

  15. Hoppe, M., et al.: VRHapticDrones: providing haptics in virtual reality through quadcopters. In: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia. pp. 7–18. ACM, Cairo Egypt (2018). https://doi.org/10.1145/3282894.3282898

  16. Nebeling, M., Speicher, M.: The trouble with augmented reality/virtual reality authoring tools. In: 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). pp. 333–337. IEEE, Munich, Germany (2018). https://doi.org/10.1109/ISMAR-Adjunct.2018.00098

  17. Boletsis, C.: The new era of virtual reality locomotion: a systematic literature review of techniques and a proposed typology. MTI. 1, 24 (2017). https://doi.org/10.3390/mti1040024

    CrossRef  Google Scholar 

  18. Peukert, C., Pfeiffer, J., Meißner, M., Pfeiffer, T., Weinhardt, C.: Shopping in virtual reality stores: the influence of immersion on system adoption. J. Manag. Inf. Syst. 36, 755–788 (2019). https://doi.org/10.1080/07421222.2019.1628889

    CrossRef  Google Scholar 

  19. Radiah, R., et al.: Remote VR studies: a framework for running virtual reality studies remotely via participant-owned HMDs. ACM Trans. Comput.-Hum. Interact. 28, 46:1–46:36 (2021). https://doi.org/10.1145/3472617

  20. Pfeiffer, J., Pfeiffer, T., Meißner, M., Weiß, E.: Eye-tracking-based classification of information search behavior using machine learning: evidence from experiments in physical shops and virtual reality shopping environments. Inf. Syst. Res. 31, 675–691 (2020). https://doi.org/10.1287/isre.2019.0907

    CrossRef  Google Scholar 

  21. Checa, D., Bustillo, A.: A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools and Applications 79(9–10), 5501–5527 (2019). https://doi.org/10.1007/s11042-019-08348-9

    CrossRef  Google Scholar 

  22. Usoh, M., et al.: Walking > walking-in-place > flying, in virtual environments. In: Proceedings of the 26th annual conference on Computer graphics and interactive techniques - SIGGRAPH ’99, pp. 359–364. ACM Press, Not Known (1999). https://doi.org/10.1145/311535.311589

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Christian Meske .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2022 Springer Nature Switzerland AG

About this paper

Verify currency and authenticity via CrossMark

Cite this paper

Meske, C., Hermanns, T., Jelonek, M., Doganguen, A. (2022). Enabling Human Interaction in Virtual Reality: An Explorative Overview of Opportunities and Limitations of Current VR Technology. In: Chen, J.Y.C., Fragomeni, G., Degen, H., Ntoa, S. (eds) HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence. HCII 2022. Lecture Notes in Computer Science, vol 13518. Springer, Cham. https://doi.org/10.1007/978-3-031-21707-4_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-21707-4_9

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-21706-7

  • Online ISBN: 978-3-031-21707-4

  • eBook Packages: Computer ScienceComputer Science (R0)