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.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
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
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
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)
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
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
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
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
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
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
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)
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)
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
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
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
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
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
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
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
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
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
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
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
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 Springer Nature Switzerland AG
About this paper
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)