Conference and Exhibition of the European Association of Virtual and Augmented Reality (2014) G. Zachmann, J. Perret, and A. Amditis (Editors) Classification of VR interaction techniques, based on user intention C. Weidig 1 and D.R. Mestre 2 and J.H. Israel 3 and F. Noël 4 and V. Perrot 2 and J.C. Aurich 1 1 TU Kaiserslautern, Institute for Manufacturing Technology and Production Systems, Germany 2 Mediterranean Virtual Reality Center, Aix-Marseille University, France 3 Fraunhofer IPK, Berlin, Germany 4 G-SCOP laboratory, Grenoble INP, Université Joseph Fourier, CNRS, Grenoble, France Abstract The number of different virtual reality (VR) systems and corresponding interaction techniques is quite manifold, today. For dedicated input devices, data types and application domains specific interaction techniques have been developed. Thereby a wide audience of researchers can benefit from using VR systems. A drawback is, that for non-VR specialists it is nearly impossible to get a clear overview and identify proper interaction techniques for their research questions. Therefore this article proposes a classification scheme for VR interaction techniques based on the users’ purpose. This will help non-VR specialist to identify VR systems and interaction techniques perfectly matching their demand. The classification will be used within the project VISIONAIR to bring together VR experts and external users. Categories and Subject Descriptors (according to ACM CCS): I3.6 [Computer Graphics]: Methodology and Techniques—Interaction techniques 1. Introduction Interaction in virtual reality (VR) is a crucial aspect that needs to be provided according to the users’ needs to allow the beneficial usage of VR systems [MYW * 12]. The bet- ter the interaction technique reflects the users’ interaction demand, the higher efficiency and effectiveness during the usage of VR systems can be achieved [Bux86]. Therefore an approach to classify interaction techniques in VR against the users’ needs is introduced in this paper. The goal of this paper is to analyse and assess the supportive potential of interaction techniques for the interaction within virtual environments. The investigation will result in a kind of recommendation list for researchers so they can identify the interaction technique which suits their demands best. By offering such a list, even non-VR experts will have the op- portunity to understand the characteristics of different inter- action techniques and compare them considering the requi- rements of their own research projects. A classification scheme has been developed which is ba- sed on the user requirements. Thereby the intention of the user (Why to use the VR system?) and his targeted purpo- se (Which objective should be achieved using the VR sys- tem?) are the central points which influence the classificati- on. This should facilitate the proper assignment of user de- mands and interaction techniques later on. By categorizing the intention behind the interaction techniques, users may choose best which interaction technique they request to sup- port their research. The classification scheme can be under- stood as a common requirement specification that connects user demands and capabilities provided by certain interacti- on techniques. Moreover, due to today’s fast technology progress pre- vious classifications are stressed to their limit. In particu- lar, connected portable devices, coming in different sizes, possessing significant computing power. They are input and output devices in one, thus they allow many types of app- lications with completely new characteristics. So a purely technical oriented approach can be too restrictive for the de- finition of new services and interaction techniques in VR ap- plications. The VISIONAIR project analyses and assesses the suppor- tive potential of interaction techniques for the interaction c The Eurographics Association 2014. DOI: 10.2312/eurovr.20141339