Planar or Spatial: Exploring Design Aspects and Challenges for Presentations in Virtual Reality with No-coding Interface
October 20, 2025 Β· Declared Dead Β· π Proc. ACM Hum. Comput. Interact.
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Authors
Liwei Wu, Yilin Zhang, Justin Leung, Jingyi Gao, April Li, Jian Zhao
arXiv ID
2510.17073
Category
cs.HC: Human-Computer Interaction
Citations
0
Venue
Proc. ACM Hum. Comput. Interact.
Last Checked
4 months ago
Abstract
The proliferation of virtual reality (VR) has led to its increasing adoption as an immersive medium for delivering presentations, distinct from other VR experiences like games and 360-degree videos by sharing information in richly interactive environments. However, creating engaging VR presentations remains a challenging and time-consuming task for users, hindering the full realization of VR presentation's capabilities. This research aims to explore the potential of VR presentation, analyze users' opinions, and investigate these via providing a user-friendly no-coding authoring tool. Through an examination of popular presentation software and interviews with seven professionals, we identified five design aspects and four design challenges for VR presentations. Based on the findings, we developed VRStory, a prototype for presentation authoring without coding to explore the design aspects and strategies for addressing the challenges. VRStory offers a variety of predefined and customizable VR elements, as well as modules for layout design, navigation control, and asset generation. A user study was then conducted with 12 participants to investigate their opinions and authoring experience with VRStory. Our results demonstrated that, while acknowledging the advantages of immersive and spatial features in VR, users often have a consistent mental model for traditional 2D presentations and may still prefer planar and static formats in VR for better accessibility and efficient communication. We finally shared our learned design considerations for future development of VR presentation tools, emphasizing the importance of balancing of promoting immersive features and ensuring accessibility.
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