VR Book: A Tangible Interface for Smartphone-based Virtual Reality Jorge C. S. Cardoso, Jorge M. Ribeiro Mobiquitous 2020, December 7-9, N/A, Cyberspace
Photo by Fidel Fernando on Unsplash Interaction in VR Mostly through controllers Arbitrary mappings between physical and virtual actions Low haptic experience Difficult to learn
Photo by Sigmund on Unsplash TUIs for Smartphone-based VR Tangible interaction VR Easy to create and adapt tangibles Cheap Accessible Photo by Sigmund on Unsplash
Photo by Sophia Sideri on Unsplash Architectural Heritage Virtual reconstructions Walk-up-and-use situations Non-professional use Not much time for learning how to interact Low experience with VR
Photos by Jorge M. Ribeiro Marker-based passive tangibles No additional hardware instrumentation Passive tangibles Detected through marker-based computer vision Easy to adapt and create tangibles
Tangible VR Book Visual markers to identify pages Additional markers on interactive elements A-Frame web-based VR framework AR.js component for detection of visual markers
Tangible VR Book - Prototype #3 Push the limits of marker-based interactions Hand detection (Simple) Gesture interaction Dynamic markers Content outside book
Dynamic content Trigger content outside the book Automatic video reproduction/play when book is brought close to eyes Shaking to change video Interactive areas activated by touch Main results - expectations regarding content and interactions
Various issues identified: graphical layout, errors in marker detection, visual elements not updating fast enough Portals are not clear Distracting scenario Uncomfortable position for watching video Main results - specific feedback regarding prototype #1
Conclusion Exploration of design space of marker-based tangible interaction for VR Marker-based tangible interaction is cheap and accessible Potential as solution for smartphone-based VR Limited evaluation Promising results