3DI Group IEEE VR 2026 Contributions

March 27, 2026

The 3D Interaction Group would like to acknowledge its member’s contributions to IEEE VR 2026.

Re-evaluating Virtual Reality Manipulation Techniques for Precise Alignment of Complex 3D Objects (Journal Paper)

Cherelle Connor, Alexander Giovannelli, Leonardo Pavanatto, Francielly Rodrigues, Haichao Miao, Vuthea Chheang, Brian Giera, Peer-Timo Bremer, Doug A. Bowman

Abstract: Prior research has developed a number of manipulation techniques that can achieve precise object placement in virtual reality, but studies of these techniques typically use simple objects. We conducted a study comparing two existing techniques, (AMP-IT and WISDOM), during alignment of objects with complex geometry to evaluate the potential influence of geometric complexity on performance, usability, workload and preference. Our findings indicate that participants had faster completion times and higher trial completion rates with AMP-IT on high-precision alignment tasks, contrary to earlier findings that used simple objects. Yet WISDOM is still preferred and considered more usable, despite increased workload and poorer performance, exposing participants’ willingness to trade objective performance for comfort during use.

Evaluating the Viability of Additive Models to Predict Task Completion Time for 3D Interactions in Augmented Reality

Logan Lane, Ibrahim Tahmid, Feiyu Lu, Doug A. Bowman

Abstract: Additive models of interaction performance, such as the Keystroke-Level Model (KLM), are tools that allow designers to compare and optimize the performance of user interfaces by summing the predicted times for the atomic components of a specific interaction to predict the total time it would take to complete that interaction. There has been extensive work in creating such additive models for 2D interfaces, but this approach has rarely been explored for 3D user interfaces. We propose a KLM-style additive model, based on existing atomic task models in the literature, to predict task completion time for 3D interaction tasks. We performed two studies to evaluate the feasibility of this approach across multiple input modalities, with one study using a simple menu selection task and the other a more complex manipulation task. We found that several of the models from the literature predicted actual task performance with less than 20% error in both the menu selection and manipulation study. Overall, we found that additive models can predict both absolute and relative performance of input modalities with reasonable accuracy.

From Slides to Space: Interactive Scale Navigation for XR Presentation

Matthew Gallagher, Mason Szczesniak, Francielly Rodrigues, Nakul Kumar, Jasmine Walker, Hamid Tarashiyoun, Doug A. Bowman

Abstract: This paper presents our solution to the 2026 3DUI Contest challenge. Our approach features scale-based navigation and spatialized regions to traverse an immersive presentation, replacing traditional slide decks with embodied movement through a 3D virtual environment (VE). To demonstrate this approach, we designed an immersive presentation centered on the exploration of the solar system, where predetermined regions function as presentation slides. The user, acting as the presenter, exhibits content by scaling and moving the VE over the course of the tour, allowing for both large-scale context and close inspection of details while maintaining clear instructional flow. The system integrates presenter-oriented tools commonly used in conventional presentations along with visual and auditory feedback from audience participation. The guided tour provides narrative segments comparable to a presentation slide while allowing attendees to explore current and previously visited regions. This work explores how virtual reality (VR) can extend conventional presentation methods through spatial interaction and embodied navigation.