Tangible World-in-Miniature Interaction in Virtual Reality
| dc.contributor.author | Kim, Junhyeok | |
| dc.date.accessioned | 2026-11-04T14:11:10Z | |
| dc.date.issued | 2026-11-04 | |
| dc.date.submitted | 2026-10-29 | |
| dc.description.abstract | Virtual reality (VR) provides a spatial platform for working with miniature representations and tangible proxies across multiple scales and perspectives. However, current world-in-miniature (WiM)-based VR systems face persistent challenges in scale perception, interaction continuity, and the tradeoff between interaction precision and speed. These limitations collectively hinder intuitive multi-scale spatial interaction in VR. This dissertation investigates how tangible user interfaces (TUIs) with WiM-based VR can support interaction across multiple scales and views using tangible proxies. The research examines how users perceive and manipulate miniature representations, how visual–proprioceptive scale discrepancies affect interaction, and how such discrepancies can be managed through interaction design. To investigate this problem, I conducted a progressive, multi-stage research. First, I conducted an exploratory mixed-methods study examining three miniature design tools: online planner, paper-and-pencil sketching, and LEGO assembly. The study used observation, the Desirability Toolkit, the Flow Scale, and semi-structured interviews. Second, I conducted a controlled in-lab VR experiment examining visual–proprioceptive perceptual tolerance using tangible proxies paired with differently scaled virtual objects. Measures included interaction accuracy, task completion time, perceived scale estimation, and subjective discrepancy. Finally, I synthesized these empirical insights and prior literature into a multidimensional design framework, then instantiated one configuration of the framework as Laminar, a prototype interaction technique. This dissertation presents empirical results on how people use and experience three miniature-based interior design tools. It provides quantified evidence of users’ perceptual responses to visual-proprioceptive mismatch when manipulating tangible proxies against differently scaled virtual objects in VR. Finally, I present a design framework and instantiated interaction technique, Laminar, that integrates TUI and WiM within VR to support multi-scalar interaction. Together, this dissertation delivers evidence-informed interaction techniques and design frameworks for tangible WiM in VR, addressing collective challenges in scale perception, multi-scale manipulation, and multi-view workflow fragmentation. This work establishes theoretical and practical foundations for seamless, intuitive, and scalable multi-scalar spatial interaction in VR. | |
| dc.identifier.uri | https://hdl.handle.net/10012/24670 | |
| dc.language.iso | en | |
| dc.pending | false | |
| dc.publisher | University of Waterloo | en |
| dc.subject | human-computer interaction | |
| dc.subject | virtual reality | |
| dc.subject | world-in-miniature | |
| dc.subject | haptic retargeting | |
| dc.subject | tangible user interfaces | |
| dc.subject | scale mismatch | |
| dc.subject | spatial interaction | |
| dc.subject | 3D user interfaces | |
| dc.subject | visuohaptic retargeting | |
| dc.title | Tangible World-in-Miniature Interaction in Virtual Reality | |
| dc.type | Doctoral Thesis | |
| uws-etd.degree | Doctor of Philosophy | |
| uws-etd.degree.department | David R. Cheriton School of Computer Science | |
| uws-etd.degree.discipline | Computer Science | |
| uws-etd.degree.grantor | University of Waterloo | en |
| uws-etd.embargo.terms | 0 | |
| uws.contributor.advisor | Hancock, Mark | |
| uws.contributor.affiliation1 | Faculty of Mathematics | |
| uws.peerReviewStatus | Unreviewed | en |
| uws.published.city | Waterloo | en |
| uws.published.country | Canada | en |
| uws.published.province | Ontario | en |
| uws.scholarLevel | Graduate | en |
| uws.typeOfResource | Text | en |