The paper introduces a practical tool designed to help developers estimate how often users will successfully select virtual objects using raycasting in VR environments, addressing a gap between academic research and real-world VR UI design. As extended reality (XR) devices proliferate, intuitive and reliable 3D interaction becomes increasingly critical, yet existing research on target-pointing performance in three-dimensional spaces has limited direct applicability for practitioners. To bridge this divide, the authors propose a system integrated into the Unity development environment that predicts selection success rates based on established theories of pointing performance, adapted for VR’s unique spatial interaction challenges. They validate the theoretical basis underlying the estimator and detail how the tool functions within standard development workflows, making it easier for UI designers to anticipate and improve interaction quality early in the design process. The authors also report feedback collected from VR developers who trialed the tool, demonstrating its usefulness and potential to streamline usability evaluation in practical projects. By combining rigorous interaction modeling with an accessible implementation, the paper aims to elevate the way VR interfaces are evaluated and refined, reducing reliance on costly user testing alone. This contribution is situated within the Human-Computer Interaction (HCI) domain and focuses on enhancing developer productivity and user experience in immersive systems. https://lnkd.in/ge477-gK
Estimating VR Interaction Success with Unity Tool
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✅UPTAKERS | TOT – Phase 1 at Universitat Politècnica de Catalunya - UPC 📌Interaction, Navigation, and User Experience The second and third days focused on 3D user interfaces, interaction techniques, navigation strategies, and human factors in VR. Through in-depth lectures and guided discussions, participants examined usability, affordances, manipulation techniques, navigation tasks, and motion sickness mitigation strategies. Afternoon lab sessions enabled trainees to design interactive VR scenes, implement navigation mechanisms, and experiment with teleportation and object manipulation in immersive environments. 📌Expanding to AR and MR Technologies On the fourth day, the training expanded beyond virtual environments to cover Augmented Reality and Mixed Reality. Participants were introduced to AR/MR display types, interaction methods, tracking technologies, and the Reality–Virtuality Continuum. Practical exercises using Unity allowed trainees to develop AR scenes, implement interactive elements, and experiment with QR-code tracking, providing essential skills for integrating AR/MR into future training modules. #uptakers #ErasmusPlus #CBHE #capacitybuilding #TrainingOfTrainers #DigitalInnovation #VirtualReality #XRinEducation #DigitalHeritage #immersivelearning
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Field of View (FOV) is one of the most misunderstood specs in VR. Manufacturers love big numbers. Users expect immersion. But in practice, FOV alone explains very little. In my latest video, I try to unpack why: • FOV numbers are often not comparable • geometry, optics, binocular overlap and face shape matter just as much • “more degrees” doesn’t automatically mean “better experience” This isn’t a headset review and not a brand comparison. It’s about how we should think about visual immersion in VR — beyond marketing metrics. If we want VR to mature, we need clearer language and better reference points. 🎥 Video is now live (link in comments). #VR #XR #SpatialComputing #VirtualReality #Optics #UX #HumanFactors
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WAVEX: EEG Integration in Immersive Virtual Reality Environments WAVEX is a system developed by Mirai Innovation Research Institute that natively integrates EEG sensors into virtual and extended reality (VR/XR) environments, enabling immersive experiences to adapt in real time to the user’s cognitive and emotional states. Unlike conventional virtual reality systems, WAVEX embeds the EEG biosensor and wiring directly into the headset, allowing continuous acquisition of neurophysiological signals without disrupting user comfort or immersion. These signals are analyzed to infer mental states such as relaxation, attention, and cognitive engagement, and are used to dynamically adjust virtual content without requiring explicit user commands. The system has been designed for applications in immersive relaxation, cognitive training, education, wellness, and neurotechnology research, including augmented reality experiences aimed at supporting memory, attention, and overall cognitive health, particularly among older adults. WAVEX adopts a closed-loop approach—EEG acquisition, brain state analysis, and dynamic VR/AR adaptation—opening new opportunities for the development of personalized experiences grounded in scientific evidence. https://lnkd.in/gp8xa2H
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The IX’25 Workshop Series continues 🪩 Workshop 03 is now live on YouTube: https://lnkd.in/gUapcDbc Step into the world of Extended Reality with Mr. Ishfaak Sadikeen - Head of UI/UX & XR/VR, as he breaks down how spatial design is redefining user experiences beyond flat screens. From the evolution of VR and emerging XR hardware to the realities of user fatigue and motion design, this session unpacks what it truly takes to design intuitive, human-centred experiences in immersive environments. An essential watch for designers, developers and anyone exploring the future of interaction. #IX25 #ieeesbiit #ieeeiit #iit #ieee #iitlife
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How do you define the 𝗦𝘆𝘀𝘁𝗲𝗺 𝗣𝘂𝗽𝗶𝗹 in AR, VR, and MR optics — and why does it matter? In immersive systems, optical terminology isn’t just vocabulary. It’s the foundation of good design, reliable engineering, and products that actually work in real environments. In our newest article in the Optical Terms Library, we take a closer look at one of the most fundamental concepts in optical system design for immersive displays: the 𝗦𝘆𝘀𝘁𝗲𝗺 𝗣𝘂𝗽𝗶𝗹. We break down: • 𝘞𝘩𝘢𝘵 𝘵𝘩𝘦 𝘴𝘺𝘴𝘵𝘦𝘮 𝘱𝘶𝘱𝘪𝘭 𝘪𝘴 𝘢𝘯𝘥 𝘩𝘰𝘸 𝘪𝘵 𝘥𝘪𝘧𝘧𝘦𝘳𝘴 𝘧𝘳𝘰𝘮 𝘰𝘵𝘩𝘦𝘳 𝘵𝘦𝘳𝘮𝘴 • 𝘞𝘩𝘺 𝘪𝘵 𝘮𝘢𝘵𝘵𝘦𝘳𝘴 𝘧𝘰𝘳 𝘧𝘪𝘦𝘭𝘥 𝘰𝘧 𝘷𝘪𝘦𝘸, 𝘦𝘺𝘦 𝘣𝘰𝘹 𝘥𝘦𝘴𝘪𝘨𝘯, 𝘢𝘯𝘥 𝘶𝘴𝘦𝘳 𝘤𝘰𝘮𝘧𝘰𝘳𝘵 • 𝘏𝘰𝘸 𝘴𝘺𝘴𝘵𝘦𝘮 𝘱𝘶𝘱𝘪𝘭 𝘤𝘰𝘯𝘴𝘪𝘥𝘦𝘳𝘢𝘵𝘪𝘰𝘯𝘴 𝘪𝘯𝘧𝘭𝘶𝘦𝘯𝘤𝘦 𝘰𝘱𝘵𝘪𝘤𝘢𝘭 𝘢𝘳𝘤𝘩𝘪𝘵𝘦𝘤𝘵𝘶𝘳𝘦 𝘤𝘩𝘰𝘪𝘤𝘦𝘴 𝘪𝘯 𝘈𝘙/𝘝𝘙/𝘔𝘙 If you’re designing near-eye systems, selecting off-the-shelf products, planning eyebox strategies, or simply trying to bridge the knowledge gap, a clear understanding of the system pupil is essential. Read the full article to sharpen your optics foundation and improve your XR design decisions (see link in the comment below) This piece is part of our ongoing Optical Terms Library — a resource to help engineers, designers, and decision-makers speak the same technical language and make smarter product choices. What terminology would you like us to cover next in the Optical Terms Library? I’d love to hear suggestions.
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A new article is live in our Optical Terms Library, focused on one of the most fundamental concepts in AR, VR, and MR optical design: the 𝗦𝘆𝘀𝘁𝗲𝗺 𝗣𝘂𝗽𝗶𝗹. Understanding the system pupil is critical for designing comfortable, high-performance XR systems. It directly impacts eye box, form factor, size bulkiness, complexity, and overall user experience — yet it’s often misunderstood or loosely defined. In this article, we break the concept down clearly and connect it to real XR system design decisions. Read the full article here: https://lnkd.in/dTK-r6fv At JOYA Team, we share practical optical knowledge to help teams design better, more focused XR systems — from early architecture to final implementation.
Co-Founder @Joya Team - Optical Systems Design and Engineering Services | Augmented Reality Expert | Chief Optical System Architect | Process Optimization | VP Growth and Culture
How do you define the 𝗦𝘆𝘀𝘁𝗲𝗺 𝗣𝘂𝗽𝗶𝗹 in AR, VR, and MR optics — and why does it matter? In immersive systems, optical terminology isn’t just vocabulary. It’s the foundation of good design, reliable engineering, and products that actually work in real environments. In our newest article in the Optical Terms Library, we take a closer look at one of the most fundamental concepts in optical system design for immersive displays: the 𝗦𝘆𝘀𝘁𝗲𝗺 𝗣𝘂𝗽𝗶𝗹. We break down: • 𝘞𝘩𝘢𝘵 𝘵𝘩𝘦 𝘴𝘺𝘴𝘵𝘦𝘮 𝘱𝘶𝘱𝘪𝘭 𝘪𝘴 𝘢𝘯𝘥 𝘩𝘰𝘸 𝘪𝘵 𝘥𝘪𝘧𝘧𝘦𝘳𝘴 𝘧𝘳𝘰𝘮 𝘰𝘵𝘩𝘦𝘳 𝘵𝘦𝘳𝘮𝘴 • 𝘞𝘩𝘺 𝘪𝘵 𝘮𝘢𝘵𝘵𝘦𝘳𝘴 𝘧𝘰𝘳 𝘧𝘪𝘦𝘭𝘥 𝘰𝘧 𝘷𝘪𝘦𝘸, 𝘦𝘺𝘦 𝘣𝘰𝘹 𝘥𝘦𝘴𝘪𝘨𝘯, 𝘢𝘯𝘥 𝘶𝘴𝘦𝘳 𝘤𝘰𝘮𝘧𝘰𝘳𝘵 • 𝘏𝘰𝘸 𝘴𝘺𝘴𝘵𝘦𝘮 𝘱𝘶𝘱𝘪𝘭 𝘤𝘰𝘯𝘴𝘪𝘥𝘦𝘳𝘢𝘵𝘪𝘰𝘯𝘴 𝘪𝘯𝘧𝘭𝘶𝘦𝘯𝘤𝘦 𝘰𝘱𝘵𝘪𝘤𝘢𝘭 𝘢𝘳𝘤𝘩𝘪𝘵𝘦𝘤𝘵𝘶𝘳𝘦 𝘤𝘩𝘰𝘪𝘤𝘦𝘴 𝘪𝘯 𝘈𝘙/𝘝𝘙/𝘔𝘙 If you’re designing near-eye systems, selecting off-the-shelf products, planning eyebox strategies, or simply trying to bridge the knowledge gap, a clear understanding of the system pupil is essential. Read the full article to sharpen your optics foundation and improve your XR design decisions (see link in the comment below) This piece is part of our ongoing Optical Terms Library — a resource to help engineers, designers, and decision-makers speak the same technical language and make smarter product choices. What terminology would you like us to cover next in the Optical Terms Library? I’d love to hear suggestions.
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