Week 9 2026: VR Image Gallery
Accomplishments Minor UX improvements and Bugfixes Research Video Playback Challenges Paginated VR Grid Menu Bonus Thumbnail Update Tool To continue improving the user experience (UX) for viewers in virtual reality (VR) I decided to create a 3D version of the image gallery menu designed in Week 2. A gallery menu option allows viewers to select the exact scene they want to view in the fewest clicks. This greatly reduces the friction when navigating dense tours or sporadic image galleries. Through this implementation, I identified edge cases affecting the existing vr menus. This includes an issue that relies on the video playback process and requires more investigation. As a bonus, I was able to produce a tool for editing the panorama thumbnails that appear in the custom grid view to allow for optional adjustments. Minor UX improvements and Bugfixes: Info spot with html popup 3D Cursor VR The increased focus on VR functionality has lead to more user journeys being tested and improvements being identified. Hotspots, the images we use in 3D, are used for a variety of cases and should appear or disappear based on specific criteria. They also animate. When using menus like the media controls menu, a viewer will be surprised if these animations are delayed, or are not synchronized between the immersive view and the 2D view. The 360 images transition too, and it’s important that these transitions handle well in VR as to not disorient the viewer. All of these challenges found resolution through my work this week. The two categories of hotspot that had incorrect visibility were the information hotspots (infospots) and the VR 3D cursor. Information hotspots were implemented in week 6 and when hovered over they spawn a 2D HTML snippet (or iframe) onto the screen. This occurs in 2D space and uses the document object model (DOM) which is not available in 3D immersive VR scenes. Because the HTML could not be displayed, I added a value to each infospot which triggers the html display. I then added check when entering and exiting VR to show or hide them. Now the infospot feature does not appear when in an immersive VR view. In VR we don’t have a traditional mouse and cursor. We often select items by pointing with our controller or finger. Usually a line is drawn from the hand to the nearest surface where you are pointing and a small circle or 3D cursor appears to show what you are about to click. This feedback tells viewers they can interact, and what they are about to interact with. While working with last week’s VR menu, I noticed that hiding the menu also hid the 3D cursor. The logic that hides the vr menu searches the scene for all hotspots with a specific tag, animates them out, and removes them from the scene. The 3D cursor in use comes from a third party tool. Unknowingly, I had provided the same tag to my vr menu items that was being used by the 3D cursor. I updated the tag on my items to be more specific to my use case, and this fixed the issue. When you turn a faucet or flick a switch, it’s expected that water or light immediately appears. That is the nature of reality. Cause begets action immediately. Virtual reality is different, it can have a cause and pause. A delayed reaction immediately signals to our brain “something might be wrong”. While interacting with the media player I noticed a variety of steps which lead to animations and reactions lagging behind or completely ignoring my input. Animating between scenes, or transitioning, in VR would freeze. Under certain conditions toggling the media center would stall or never react, and in many cases would get desynchronized from its 2D counterpart. For the media controls menu most of the cases identified were resolved by setting flags and adjusting timings. Some extra steps were added to check and confirm synchronization between 2D and 3D menus. In the case of the VR transitions I had to get a bit creative. Scenes transition differently depending on how you are moving between them. In a tour without 3D elements the 360 images can simply fade and blend from one to another. In 3D tours the camera’s position teleports to another location during the transition. During this move there are a few moments where the 3D space appears stretched and warped due to how the previous image is painted onto it. Instead we use an intermediate scene of all black. Imagine navigating a website and every time you clicked a new tab the whole screen, including the menu bar, went completely black for a moment. You may ask yourself what might be wrong. Without a menu bar we cannot return home or navigate to another page, our only option is to reset the browser or go back. In VR these options are much more costly. If you’re immersed in an environment, asking you to restart the browser or refresh the page is like asking you to get out of the pool and dry off just so that you can hop in again. It’s cumbersome and sours the experience. And further, you’re not just staring at a black screen, you become immersed in a black void. With no visual anchor points you can quickly feel disoriented and concerned, even in this brief moment of transition. To solve the concern about losing control and the disorientation of a black void I updated the transitions to retain only the vr menu. This gives a consistent reference point, and the feeling of control and ability to make a change if the black screen were to persist beyond the consistent transition period. Research Video Playback Challenges Bad Bunny Youtube Video “Andrea” Adjusting timings and setting flags solved most, but not all, challenges with animating the media controls menu. I wondered why I had not seen these issues during development, and why they were only appearing intermittently. Issues with logic and










