Skip to main content

Design Principles for Room-Scale Virtual Reality: A Design Experiment in Three Dimensions

  • Conference paper
  • First Online:
Designing for a Digital and Globalized World (DESRIST 2018)

Abstract

Virtual reality hardware, and software tools that support developing for virtual reality applications, are rapidly maturing. Specifically, room-scale virtual reality hardware that lets users walk around in virtual environments is becoming increasingly easier to purchase and adopt. With this follows a need for researching potential design theories for how to design and evaluate this class of systems. We contribute with a nascent design theory containing a high-level conceptual framework of dimensions and design principles of how to design room-scale virtual reality applications that create engaging user experiences. We identify meta-requirements from kernel theories from the human-computer interaction paradigm and evaluate two different VR artefacts and their applicability. Two central, higher level design principles are derived from the evaluation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Anthes, C., Garcia-Hernandez, R.J., Wiedemann, M., Kranzlmuller, D.: State of the art of virtual reality technology. In: 2016 IEEE Aerospace Conference, pp. 1–19 (2016)

    Google Scholar 

  2. Lindeman, R.W., Beckhaus, S.: Crafting memorable VR experiences using experiential fidelity. In: Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology - VRST 2009, pp. 187–190 (2009)

    Google Scholar 

  3. Malaika, Y.: Interaction Design in VR: Valve’s Lessons (Valve Corporation). http://www.gdcvault.com/play/1022810/Interaction-Design-in-VR-The

  4. Jagnow, R.: Lessons Learned from VR Prototyping (Google Inc.). http://www.gdcvault.com/play/1023926/Lessons-Learned-from-VR

  5. Roberts, J., Ritsos, P., Badam, S.K., Brodbeck, D., Kennedy, J., Elmqvist, N.: Visualization beyond the desktop - the next big thing. IEEE Comput. Graph. Appl. 34(6), 26–34 (2014)

    Article  Google Scholar 

  6. Pausch, R., Proffitt, D., Williams, G.: Quantifying immersion in virtual reality. In: Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques - SIGGRAPH 1997, pp. 13–18 (1997)

    Google Scholar 

  7. Slater, M., Wilbur, S.: A framework for immersive virtual environments (FIVE): speculations on the role of presence in virtual environments. Presence Teleoper. Virtual Environ. 6, 603–616 (1997)

    Article  Google Scholar 

  8. Knibbe, J., Schjerlund, J., Petræus, M., Hornbæk, K.: The dream is collapsing: the experience of exiting VR. In: Proceedings 2018 CHI Conference on Human Factors in Computing Systems, CHI 2018 (2018)

    Google Scholar 

  9. Heinrich, P., Schwabe, G.: Communicating nascent design theories on innovative information systems through multi-grounded design principles. In: Tremblay, M.C., VanderMeer, D., Rothenberger, M., Gupta, A., Yoon, V. (eds.) DESRIST 2014. LNCS, vol. 8463, pp. 148–163. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-06701-8_10

    Chapter  Google Scholar 

  10. Gregor, S., Hevner, A.R.: Positioning and presenting design science research for maximum impact. MIS Q. 37, 337–355 (2013)

    Article  Google Scholar 

  11. Walls, J.G., Widmeyer, G.R., El Sawy, O.A., Sawy, O.A.E.: Building an information system design theory for vigilant EIS. Inf. Syst. Res. 3, 36–59 (1992)

    Article  Google Scholar 

  12. Bowman, D.A., Hodges, L.F.: Formalizing the design, evaluation, and application of interaction techniques for immersive virtual environments. J. Vis. Lang. Comput. 10, 37–53 (1999)

    Article  Google Scholar 

  13. Hornbæk, K., Oulasvirta, A.: What is interaction? In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI 2017, pp. 5040–5052 (2017)

    Google Scholar 

  14. Eidenberger, H., Mossel, A.: Indoor skydiving in immersive virtual reality with embedded storytelling. In: Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology - VRST 2015, pp. 9–12. ACM Press, New York (2015)

    Google Scholar 

  15. Nielsen, L.T., Møller, M.B., Hartmeyer, S.D., Ljung, T.C.M., Nilsson, N.C., Nordahl, R., Serafin, S.: Missing the point: an exploration of how to guide users’ attention during cinematic virtual reality. In: Proceedings of the 22nd ACM Conference Virtual Reality Software and Technology, pp. 229–232 (2016)

    Google Scholar 

  16. Lee, M., Kim, K., Daher, S., Raij, A., Schubert, R., Bailenson, J., Welch, G.: The wobbly table: increased social presence via subtle incidental movement of a real-virtual table. In: 2016 IEEE Virtual Reality (VR), pp. 11–17. IEEE (2016)

    Google Scholar 

  17. Argelaguet, F., Hoyet, L., Trico, M., Lecuyer, A.: The role of interaction in virtual embodiment: effects of the virtual hand representation. In: 2016 IEEE Virtual Reality (VR), pp. 3–10. IEEE (2016)

    Google Scholar 

  18. Sharlin, E., Watson, B., Kitamura, Y., Kishino, F., Itoh, Y.: On tangible user interfaces, humans and spatiality. Pers. Ubiquit. Comput. 8, 338–346 (2004)

    Article  Google Scholar 

  19. Yi, J.S., Kang, Y.A., Stasko, J., Jacko, J.: Toward a deeper understanding of the role of interaction in information visualization. IEEE Trans. Vis. Comput. Graph. 13, 1224–1231 (2007)

    Article  Google Scholar 

  20. Pike, W.A., Stasko, J., Chang, R., O’Connell, T.A.: The Science of Interaction. Inf. Vis. 8, 263–274 (2009)

    Article  Google Scholar 

  21. Aylett, R., Louchart, S.: Towards a narrative theory of virtual reality. Virtual Real. 7, 2–9 (2003)

    Article  Google Scholar 

  22. Rosander, C.: Interactivity and spatiality – experiences of modelling real work places as virtual places in a VR collaborative environment, pp. 1–4 (2000)

    Google Scholar 

  23. Brade, J., Lorenz, M., Busch, M., Hammer, N., Tscheligi, M., Klimant, P.: Being there again – presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task. Int. J. Hum. Comput. Stud. 101, 76–87 (2017)

    Article  Google Scholar 

  24. Steuer, J.: Defining virtual reality: dimensions determining telepresence. J. Commun. 42, 73–93 (1992)

    Article  Google Scholar 

  25. Kirsh, D.: The intelligent use of space. Artif. Intell. 73, 149–173 (1995)

    Article  Google Scholar 

  26. Rauhoeft, G., Leyrer, M., Thompson, W.B., Stefanucci, J.K., Klatzky, R.L., Mohler, B.J.: Evoking and assessing vastness in virtual environments. In: Proceedings of the ACM SIGGRAPH Symposium Applied Perception - SAP 2015, pp. 51–54 (2015)

    Google Scholar 

  27. Seibert, J., Shafer, D.M.: Control mapping in virtual reality: effects on spatial presence and controller naturalness. Virtual Real. 22(1), 79–88 (2017)

    Article  Google Scholar 

  28. Beaudouin-Lafon, M.: Instrumental interaction: an interaction model for designing post-WIMP user interfaces. In: Proceeding of the 18th International Conference on Human Factors in Computing Systems - CHI 2000, vol. 2, pp. 446–453 (2000)

    Google Scholar 

  29. Mason, S.: On games and links: extending the vocabulary of agency and immersion in interactive narratives. In: Koenitz, H., Sezen, T.I., Ferri, G., Haahr, M., Sezen, D., C̨atak, G. (eds.) ICIDS 2013. LNCS, vol. 8230, pp. 25–34. Springer, Cham (2013). https://doi.org/10.1007/978-3-319-02756-2_3

    Chapter  Google Scholar 

  30. Eskelinen, M.: Towards computer game studies. Digit. Creat. 12, 175–183 (2001)

    Article  Google Scholar 

  31. Roth, C., Koenitz, H.: Evaluating the user experience of interactive digital narrative. In: Proceedings of the 1st International Workshop Multimedia Alternate Realities - AltMM 2016, pp. 31–36 (2016)

    Google Scholar 

  32. Riedl, M.O., Young, R.M.: From linear story generation to branching story graphs. IEEE Comput. Graph. Appl. 26, 23–31 (2006)

    Article  Google Scholar 

  33. Muhanna, M.A.: Virtual reality and the CAVE: taxonomy, interaction challenges and research directions. J. King Saud Univ. – Comput. Inf. Sci. 27, 344–361 (2015)

    Google Scholar 

  34. Norman, D.A.: Affordance, conventions, and design. Interactions 6, 38–43 (1999)

    Article  Google Scholar 

  35. Hevner, A.R., March, S.T., Park, J., Ram, S.: Design science in information systems research. MIS Q. 28, 75–105 (2004)

    Article  Google Scholar 

  36. Venable, J., Pries-Heje, J., Baskerville, R.: FEDS: a framework for evaluation in design science research. Eur. J. Inf. Syst. 25, 77–89 (2016)

    Article  Google Scholar 

  37. Zimmerman, J., Forlizzi, J., Evenson, S.: Research through design as a method for interaction design research in HCI. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2007, pp. 493–502 (2007)

    Google Scholar 

  38. Lazar, J., Feng, J.H., Hochheiser, H.: Research Methods in Human-Computer Interaction. Wiley, Hoboken (2010)

    Google Scholar 

  39. Hornecker, E., Buur, J.: Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceeding of the SIGCHI Conference Human Factors in Computing Systems, pp. 437–446 (2006)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jonas Schjerlund .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Schjerlund, J., Hansen, M.R.P., Jensen, J.G. (2018). Design Principles for Room-Scale Virtual Reality: A Design Experiment in Three Dimensions. In: Chatterjee, S., Dutta, K., Sundarraj, R. (eds) Designing for a Digital and Globalized World. DESRIST 2018. Lecture Notes in Computer Science(), vol 10844. Springer, Cham. https://doi.org/10.1007/978-3-319-91800-6_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-91800-6_1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-91799-3

  • Online ISBN: 978-3-319-91800-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics