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VR Hand Interfaces — Replicating a CHI 2022 Interaction Technique on Quest 2

A replication of the CHI 2022 “Hand Interfaces” technique across 11 virtual objects, carried through a full migration from the deprecated Oculus Integration SDK to the Meta XR SDK.

Role
Sole author
Context
VR/AR coursework
Core stack
Unity · Meta XR SDK v83.0.1 · C#
Target device
Meta Quest 2

At a glance

“Hand Interfaces” lets a user's own hands become the object they are manipulating — forming the shape of a tool instead of holding a virtual proxy. This project reproduces that technique on Quest 2 hardware and documents what it takes to get a published interaction result running on a current SDK.

The problem

Organizations buy extended reality for training, rehabilitation and public engagement, and then discover the content has a shorter life than the hardware. A school, a museum, a rehabilitation unit or a municipal training center commits to headsets and a set of experiences, and within two or three years the SDK those experiences were built against is deprecated.

How this helps

This project is the migration, done and written down. A published CHI 2022 interaction technique was reproduced on current hardware by porting the entire interaction layer from the deprecated Oculus Integration SDK to the Meta XR SDK v83.0.1 — hand-tracking APIs, prefabs and pose data were all reorganized between the two — and the technique itself uses the user's own hands instead of controllers.

The uncomfortable lesson is worth stating: most of the effort here went into migration, not interaction design. Any organization planning a multi-year XR program should budget for that maintenance up front, because the published technique and a working build are separated by exactly this kind of work.

Scope of the replication

The SDK migration

The published technique predates Meta's current tooling, so reproducing it meant porting from the legacy Oculus Integration SDK to the Meta XR SDK v83.0.1. Hand-tracking APIs, prefabs, and pose data were all reorganized between the two, so this was closer to a rewrite of the interaction layer than a version bump.

Replication work tends to be judged on the interaction result, but most of the effort here went into the migration. That is the part worth knowing about: a technique published against a deprecated SDK does not simply carry forward, and the gap between the paper and a working build is where the real engineering sits.

Stack

Unity Meta XR SDK v83.0.1 C# Hand tracking Meta Quest 2
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