A case for gestural interactions in spatial computing

<p>Interaction has always been an essential component in our relationship with the world. The most fundamental ones are the gestures we use all the time. Personal computers introduced a new paradigm for interacting with machines mediated by the keyboard and mouse combo. The smartphone era, with its capacitive multi-touch screen technology, has brought gestures back to the equation. We are able to tap, swipe, and pinch, but our interaction is still applied onto a screen and translated into the 2D position of a touch target.</p> <p>As the technology behind spatial computing matures, we are soon approaching an inflection point after which virtual and augmented reality in the form of commercial stereoscopic 3D displays are desirable enough for mass adoption. Companies with vast amounts of resources like Meta are at a big advantage in defining the way we interact in spatial computing. With the&nbsp;<a href="https://www.theverge.com/2021/11/16/22785469/meta-oculus-quest-2-10-million-units-sold-qualcomm-xr2" rel="noopener ugc nofollow" target="_blank">10 million units</a>&nbsp;of Meta Quest 2 devices already shipped in 2021 and Apple&rsquo;s upcoming&nbsp;<a href="https://www.apple.com/apple-vision-pro/" rel="noopener ugc nofollow" target="_blank">Vision Pro</a>, it seems they are well on their way. At the center of this emerging spatial medium is the question of interaction: what is the best way of interacting with this medium and how do we evaluate it?</p> <p>This question is all the more important at this time because it will directly affect the potential of spatial computing. It is a key factor in determining whether spatial computing will bring a giant leap in productivity or see itself become just another way of using computers. However, what we are noticing currently with the maturing hardware and emerging software is the expedient import of legacy interaction paradigms. It is often the case in current VR software that 2D user interfaces, those familiar to computer and smartphone users, are situated in 3D space. Meta Quest 2&rsquo;s home menu, as shown below, is a case in point where its flat interface is anchored in a 360-degree environment. The social VR app AltspaceVR is another example where even the background is static, presenting an entirely flat interface in an immersive medium.</p> <p><a href="https://uxdesign.cc/a-case-for-gestural-interactions-in-spatial-computing-d0683c96cf95"><strong>Visit Now</strong></a></p>