Building a new interaction grammar with XR input
summary
Argues that XR needs a concrete, recombinable interaction grammar and shows working prototypes and engine-level solutions from Oculus-era work: a dynamically generated volumetric snap grid (magnet-like snapping with pulsing feedback) that solved distant depth ambiguity, a quasi-mode tool model (hold-to-edit like shift key) that supports single-hand, ambidextrous operation, and hand-tracking gestures that leverage 27 degrees of freedom, pinch-pull stacking and continuous-stroke navigation to reduce shoulder strain and enable composable verbs and adjectives.
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chapters (8)
- 0:00Introduction
- 1:06Evolution of input
- 4:56Immersive computing input
- 8:00Generative design systems
- 12:47Snapping in 3D space
- 15:17Composable verbs
- 19:54Adjectives and ergonomics
- 24:11Conclusion
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