Advertisement

Metaphor and Storytelling in Interface Design for Virtual Reality

  • Andreas KratkyEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9738)

Abstract

Virtual Reality has – again – become the target of substantial interest, research and industry growth. In the current market situation it is aimed at a general audience rather than expert users and therefore requires a fundamental rethinking of how we conceive of human computer interaction in Virtual Reality. In comparison to the established methods of designing interfaces for the desktop environment and for mobile applications numerous changes need to be considered. Even though the use of metaphors has become looser and more abstract, it is still the common way of providing an easily graspable conceptual model of the functions and behaviors of an application, be it an operating system or a task-oriented application. How do metaphors work in Virtual Reality? How does the relationship between the metaphorical environment and the environment of operation change? What kind of cognitive support structures are necessary for the perceptual situation of Virtual Reality? Drawing from an interdisciplinary set of theories we will address these questions through high-level analysis and develop methodologies to recast the design principles for the creation of user interfaces for Virtual Reality.

Keywords

Virtual reality User interface design Storytelling Metaphor Urban planning Worldbuilding 

References

  1. 1.
    Apple advertisement campaign (1984)Google Scholar
  2. 2.
    Perry, T.S., Wallich, P.: Inside the PARC The information architects: Insiders who became outsiders describe the trials and successes of the Xerox Palo Alto Research Center as it sought to create the electronic office of the future. IEEE Spectr. 22(10), 62–76 (1985). IEEECrossRefGoogle Scholar
  3. 3.
    Johnson, J., Roberts, T.L., Verplank, W., Smith, D.C., Irby, C.H., Beard, M., Mackey, K.: The xerox star: a retrospective. Computer 22(9), 11–26 (1989)CrossRefGoogle Scholar
  4. 4.
    Smith, D.C., Irby, C., Kimball, R., Harslem, E.: The star user interface: an overview. In: Proceedings of the National Computer Conference, AFIPS 1982, 7–10 June 1982, pp. 515–528. ACM (1982)Google Scholar
  5. 5.
    Gentner, D., Nielsen, J.: The anti-mac interface. Commun. ACM 39(8), 70–82 (1996)CrossRefGoogle Scholar
  6. 6.
    General Magic Inc.: Design and Magic Cap. Icras, Sunnyvale, CA, 24 April 2000Google Scholar
  7. 7.
    Hassard, S.T., Blandford, A., Cox, A.L.: Analogies in design decision-making. In: Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, BCS-HCI 2009, pp. 140–148. British Computer Society (2009)Google Scholar
  8. 8.
    Dvorak, J.: The bottom 10: Worst Software Disasters. PC Magazine (2004)Google Scholar
  9. 9.
    Newman, M.: Bob is dead; long live Bob. Pittsburg Post-Gazette (1999)Google Scholar
  10. 10.
    Apple Inc.: IOS Human Interface Guidelines: UI Design Basics. Apple Inc. (2015)Google Scholar
  11. 11.
    Sugar Labs: Human interface guidelines/the laptop experience/zoom metaphor. Sugar Labs (2009)Google Scholar
  12. 12.
    Cass, S.: Tiltbrush: The killer app for VR. IEEE Spectrum. IEEE (2016)Google Scholar
  13. 13.
  14. 14.
    Control VR- the future of virtual reality, animation & more by the control VR team – kickstarter. https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor/description
  15. 15.
    Friedberg, A.: The Virtual Window: From Alberti to Microsoft. MIT Press, Cambridge (2009)Google Scholar
  16. 16.
    Conway, S.: A circular wall? Reformulating the fourth wall for video games (2009). www.gamasutra.com, http://www.gamasutra.com/view/feature/4086/a_circular_wall_reformulating_the_.php
  17. 17.
    Iacovides, I., Cox, A., Kennedy, R., Cairns, P., Jennett, C.: Removing the HUD: The impact of non-diegetic game elements and expertise on player involvement. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015, pp. 13–22. ACM (2015)Google Scholar
  18. 18.
    Steinicke, F., Bruder, G., Hinrichs, K., Kuhl, S., Lappe, M., Willemsen, P.: Judgment of natural perspective projections in head-mounted display environments. In: Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology, VRST 2009, pp. 35–42. ACM (2009)Google Scholar
  19. 19.
    Johnson, J.: Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules. Morgan Kaufmann Publishers, Elsevier, Amsterdam, Boston (2010)Google Scholar
  20. 20.
    McKee, S.P., Nakayama, K.: The detection of motion in the peripheral visual field. Vis. Res. 24(1), 25–32 (1984)CrossRefGoogle Scholar
  21. 21.
    Lachenmayr, B.: Visual field and road traffic. How does peripheral vision function? Ophthalmologe 103(5), 373–381 (2006)CrossRefGoogle Scholar
  22. 22.
    Khoury, G.R., Simoff, S.J.: Elastic metaphors: Expanding the philosophy of interface design. In: Selected Papers from Conference on Computers and Philosophy, CRPIT 2003, vol. 37, pp. 65–71. Australian Computer Society, Inc., (2003)Google Scholar
  23. 23.
    Lakoff, G., Johnson, M.: Metaphors We Live By. University of Chicago Press, Chicago (1980)Google Scholar
  24. 24.
    Greuter, S., Roberts, D.J.: SpaceWalk: movement and interaction in virtual space with commodity hardware. In: Proceedings of the 2014 Conference on Interactive Entertainment, IE 2014, pp. 1:1–1:7. ACM (2014)Google Scholar
  25. 25.
  26. 26.
    Bortolami, S.B., Rocca, S., Daros, S., DiZio, P., Lackner, J.R.: Mechanisms of human static spatial orientation. Exp. Brain Res. 173(3), 374–388 (2006)CrossRefGoogle Scholar
  27. 27.
    Merfeld, D.M., Zupan, L., Peterka, R.J.: Humans use internal models to estimate gravity and linear acceleration. Nature 398(6728), 615–618 (1999)CrossRefGoogle Scholar
  28. 28.
    Davis, S., Nesbitt, K., Nalivaiko, E.: A systematic review of cybersickness. In: Proceedings of the 2014 Conference on Interactive Entertainment, IE 2014, pp. 8:1–8:9. ACM (2014)Google Scholar
  29. 29.
    Kitazaki, M., Nakano, T., Matsuzaki, N., Shigemasu, H.: Control of eye-movement to decrease ve-sickness. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST 2006, pp. 350–355. ACM (2006)Google Scholar
  30. 30.
    Bao, P., Gergle, D.: What’s “this” you say?: The use of local references on distant displays. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2009, pp. 1029–1032. ACM (2009)Google Scholar
  31. 31.
    Haffegee, A., Alexandrov, V., Barrow, R.: Eye tracking and gaze vector calculation within immersive virtual environments. In: 2007 Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST 2007, pp. 225–226. ACM (2007)Google Scholar
  32. 32.
    Sturman, D.J., Zeltzer, D.: A survey of glove-based input. IEEE Comput. Graph. Appl. 14(1), 30–39 (1994)CrossRefGoogle Scholar
  33. 33.
    Leap motion | mac & PC motion controller for games, design, virtual reality & more. https://www.leapmotion.com/
  34. 34.
    Barsalou, L.W.: Grounded cognition. Annu. Rev. Psychol. 59, 617–645 (2008)CrossRefGoogle Scholar
  35. 35.
    McCarthy, R., Blackwell, A., de Lahunta, S., Wing, A., Hollands, K., Barnard, P., Marcel, A.: Bodies meet minds: Choreography and cognition. Leonardo 39(5), 475–477 (2006)CrossRefGoogle Scholar
  36. 36.
    Lin, J., Wu, Y., Huang, T.S.: Modeling the constraints of human hand motion. In: Proceedings of the Workshop on Human Motion (HUMO 2000), p. 121. IEEE Computer Society (2000)Google Scholar
  37. 37.
    Creem-Regehr, S.H., Willemsen, P., Gooch, A.A., Thompson, W.B.: The influence of restricted viewing conditions on egocentric distance perception: Implications for real and virtual indoor environments. Perception 34, 191–204 (2005). SAGE PublicationsCrossRefGoogle Scholar
  38. 38.
    Chatman, S.B.: Story and Discourse: Narrative Structure in Fiction and Film. Cornell University Press, Ithaca (1978)Google Scholar
  39. 39.
    Menzel, C.: Possible worlds. In: The Stanford Encyclopedia of Philosophy (2016)Google Scholar
  40. 40.
    Wolf, M.J.P.: Building Imaginary Worlds: The Theory and History of Subcreation. Routledge, New York (2013)Google Scholar
  41. 41.
    Abbott, E.: Flatland: A Romance of Many Dimensions. Penguin Books, New York (1998)zbMATHGoogle Scholar
  42. 42.
    Lynch, K.: The Image of the City. MIT Press, Cambridge (1960)Google Scholar
  43. 43.
    Suchman, L.A.: Human-Machine Reconfigurations: Plans and Situated Actions. Cambridge University Press, Cambridge (2007)Google Scholar
  44. 44.
    Crabtree, A., Rouncefield, M., Tolmie, P.: Doing Design Ethnography. Springer, New York (2012)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Interactive Media Division, School of Cinematic ArtsUniversity of Southern CaliforniaLos AngelesUSA

Personalised recommendations