Chiao-Ju Chang, Yu Lun Hsu, Wei Tian Mireille Tan, Yu-Cheng Chang, Pin Chun Lu, Yu Chen, Yi-Han Wang, and Mike Y. Chen. DIS'24: ACM Conference on Designing Interactive Systems 2024
We conducted this system to explore augmented reality (AR) interface design for virtual meetings in real-world walking conditions. We provide several hand gestures to design window properties, and two anchoring modes for window behaviors.
We provide following functions to design and use the user interface while walking:
- Gesture: adjust window properties
- Pinch and drag for Position: repositioning the window
- Size: Pinch fingers with two hands and pull the hands apart to resize the window
- Opacity: Increase or decrease the opacity of the window by extending the index finger and moving it up or down
- Rotation (Pitch): Flex and extend the wrist while extending all four fingers to adjust the pitch rotation of the window
- Rotation (Yaw): Pronate and supinate the wrist while extending the index finger and thumb to adjust the yaw rotation of the window.
- Anchoring mode:
- Head-Anchored: All windows appear in fixed positions relative to the user’s head orientation and rotate as the head rotates.
- Path-Anchored: All windows appear in fixed positions relative to the forward walking path of the user, and do not rotate when the head rotates.
- Visibility Toggle: using "Thumbs-Up" gesture can quickly change the visibility on/off when needed.
We already build the APK for Meta Oculus Quest Pro in Build/
folder.
The source code of the project is in Unity Project/
folder.
- Unity 2021.3.22f1
- Unity Packages
- Oculus XR Plugin 3.2.3
- XR Plugin Management 4.3.3
- 3D WebView for Android and iOS 4.2.2 (for running on headsets)
- 3D WebView for Windows and macOS 4.2 (for computer developing)
- Oculus Quest open Passthrough mode