For the purposes of this test, interface is defined as an interactive component or arrangement of interactive component(s) designed to transfer user intention across the boundaries of virtual systems. We use interfaces exclusively for virtual systems. For physical components that have this functionality, we use input devices.
For example, in a virtual driving application, the user may use a VR controller as an input device. Within the virtual world, the cockpit of the virtual car provides an interface to the car: steering wheel, gauges, and so on.
In contrast, in a virtual skiing application, the user may use a VR controller as an input device, but may not encounter an interface and may instead control gameplay with gestures that have a direct effect on her in-world persona.
The virtual keyboard is a digital representation of a generic QWERTY keyboard comprising all the alphabets (of a language) and numbers. In some use cases, in-game controllers are used to select the keyboard characters while in hand-tracked/virtual touch use cases, a virtual hand with fingers is displayed for input. In rare cases, gaze direction may be used for text input.
WIMP stands for "Windows, Icons, Menus, Pointer". WIMP describes the graphical user interface (GUI) of a VR experience. An example of WIMP in VR interaction are 2Dimensional menus with a 3D environment that pop up based on user gestures and actions - i.e. touch or grab. For ease of access, they are usually parented to a game object or controller and do not standalone within the VR environment. These menus could have sub-menus to provide further interactivity, enabling/disabling features and selection options of in-game items.
Similar to the 2D menu but comprising 3D objects. A 3D Widget may float in VR environment or may be attached to a parent object. They are usually distinct and appear as 'solid objects' within the environment with the possibilities of freely moving and scaling them with respect to the player position. A 3D widget or panel could provide further functions like object spawning/creation, and further modification of such objects.
Interfaces can be 2D panels adapted for 3D, a virtual keyboard, a conversational speech recognizer, and 3D Objects. These may be placed in the world or attached to the user's avatar at a Head, Torso, or Hand Reference.
The interface is attached to the palm, fingers or wrist (anywhere around the hands or input-device hand controllers)
In this example, the panels with tools and brushes are attached as Hand Reference. The user is about to click on "Guides" which pops up a 2D panel as World Reference in the next GIF. (See World Reference)
The interface is attached to or part of the world space.
The "Guides" panel floats as a World Reference interface and when the Sphere guide appears, it appears as World-Ref, when grabbed it becomes a Hand-Ref. Each Reference state allows for different interactions: when grabbed, the sphere may be scaled and moved around; when at World-Ref, the sphere may be painted on. This is an example of an ergonomically adjustable interface (the panels and the guides).
The Interface is visible or reachable at head height. A typical HUD is a good example of this spatial reference.
The interface is within Torso's reach (including waist)
"In what ways is the interface ergonomically adjustable?" This query is specifically focused on the placement adaptability of interfaces. Can you pull an interface closer to you? place it at a better height for your body size? Make the layout more comfortable (Things like zooming, making letters bigger, changing color tones to benefit color blindness are topics discussed in Accessibility)
Citation:
Joseph J. LaViola, Doug A. Bowman, Ernst Kruijff, Ivan Poupyrev; 3D User Interfaces Theory and Practice. Addison-Wesley Professional; 2nd edition (2017).
Jason Jerald. Ph.D.; The VR Book: Human-Centered Design for Virtual Reality. Assocation for Computing Machinery and Morgan & Claypool Publishers (2016).
Mixed reality UX elements - Mixed Reality. (2021, January 8). Microsoft Docs. Retrieved 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/design/app-patterns-landingpage