In the last decade, the use of virtual reality (VR) technologies has been increasing, as head-mounted display devices, such as the Meta Quest series, have become commercially accessible to everyday consumers. There are plenty of software applications developed for VR, ranging from games to serious training. Despite the fast-growing emergence of novel and natural gesture-based interface components, traditional windows, icons, menus, and pointer user interfaces still remain popular in these implementations. Therefore, navigating and interacting within 3-dimensional environments can still be challenging in virtual reality. This body of work will serve as a reference to the literature survey on 3-dimensional user interfaces and their implementations, and categorize them to reiterate a set of design recommendations for implementing 3-dimensional user interfaces in virtual reality. While questions revolve around the need for a 3-dimensional user interface if a 2-dimensional user interface suffices, we cannot ignore the capabilities and benefits offered when utilising 3-dimensional space. Unlike other work, this work proposes a novel metaphor-guided quadrant model to delineate the 3-dimensional user interface problem in an end-to-end manner. To achieve this, over 30 unique articles selected using a meta-analyses methodology were reviewed. The result highlights the dimensional semantics of the inputs and dimensional outcomes of the virtual targets. Notable reiterated design recommendations would match devices to interaction and then to the tasks in 3-dimensional environments, reducing the degrees of freedom, imposing constraints when possible, and not implementing one single best interaction technique. The results of this survey will be beneficial for virtual reality simulation designers or researchers attempting to determine the appropriate model when developing user interfaces for virtual reality content.
This paper explores the application of immersive virtual reality (VR) as a training environment for biopharmaceutical engineering processes. An immersive simulation of a real-world industrial bioreactor setup was developed. This allows repeated practice in a safe and contextualized environment and mitigate limited access to equipment for hands-on training opportunities. It is hypothesized that using VR as an authentic context will assist in achieving the learning outcomes of performing operations in industry standard bioreactor setups, and understanding cellular processes. Two preliminary studies were conducted to evaluate the benefits of the VR application. Using pre- and post tests, there were comparable improvements using the VR application when compared to traditional lab lessons. Qualitatively, participants indicated benefits to learning through repeated practice and immersion in a realistic 3D lab environment. The introduction of gamification methods as motivators are areas to be further explored to better integrate students’ theoretical and practical understanding compared to traditional approaches.