Immersive Interaction Paradigms for Controlling Virtual Worlds by Customer Devices Exemplified in a Virtual Planetarium Andreas Schaller 1 , Tim Biedenkapp 1 , Jens Keil 2 , Dieter W. Fellner 1,2 , and Arjan Kuijper 1,2(B) 1 Technische Universit¨at Darmstadt, Darmstadt, Germany 2 Fraunhofer IGD, Darmstadt, Germany arjan.kuijper@igd.fraunhofer.de Abstract. This work provides an insight into the basics of 3D appli- cations in conjunction with various customer devices. In this case, the application is a 3D planetarium of our solar system for a museum. The aim is to create a concept for intuitive and immersive navigation through the virtual planetarium using inexpensive Customer Devices. Visitors should be able to move freely and easily in the solar system. Here, the visitor should be able to focus on the simulation and not quickly lose interest in the complex control application. For this similar approaches and previous research are examined and a new approach is described. As low-cost customer devices, the controller of the Nintendo Wii (Wiimote) and current smartphones are considered in this work. A detailed analysis of these devices is an integral part of this work. Based on the selected devices, there are various possibilities for interaction and resulting inter- action concepts. For each device, a concept will be developed to meet the identified needs. Keywords: Visualization · Immersive environments · Virtual worlds · Interaction devices 1 Introduction and Motivation VR systems, customer devices and smartphones are enjoying increasing popular- ity. They offer more opportunities for interaction due to technical development. Customer devices have been designed for a wide range of applications [1, 2]. Simi- larities found in applications can be controlled by different devices. A multi-touch device is suitable, for example, for the direct gesture-controlled manipulation of visible objects. Controller game consoles, however, cover the major interaction paradigms in game genres like EgoShooters and JumpnRun. An EgoShooter is a game form which is controlled from the first-person perspective; usually the player must shoot enemy monster and targets. In JumpnRun the player must move a figure primarily by running and jumping through the course. The smart- phone has a small multi-touch display and various sensors. Due to this situation, c Springer International Publishing Switzerland 2015 M. Antona and C. Stephanidis (Eds.): UAHCI 2015, Part IV, LNCS 9178, pp. 74–86, 2015. DOI: 10.1007/978-3-319-20687-5 8