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Directions for 3D User Interface Research from Consumer VR Games
2021
IEEE Transactions on Visualization and Computer Graphics
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30 years: the primary input mechanism is a head-tracked display and one or two tracked hands with buttons and joysticks on hand-held controllers. Over those 30 years, a very diverse academic literature has emerged that covers design and ergonomics of 3D user
doi:10.1109/tvcg.2021.3106431
pmid:34449366
fatcat:it5lilec6rhpnkpfk3dflqtcpa