Patent Publication Number: US-9886086-B2

Title: Gesture-based reorientation and navigation of a virtual reality (VR) interface

Description:
RELATED APPLICATION 
     This application claims priority under 35 U.S.C. § 119 based on U.S. Provisional Patent Application No. 62/208,272, filed Aug. 21, 2015, the disclosure of which is hereby incorporated herein by reference. 
    
    
     BACKGROUND 
     Virtual Reality (VR), which can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world. VR systems may simulate an environment by modeling the environment and presenting the modeled environment that allows aspects of the environment to be perceived (i.e., sensed) by the user. A VR system may, for example, simulate the appearance of the simulated environment by displaying associated stereoscopic images, simulate the sounds of the simulated environment by playing associated audio, simulate the smells of the simulated environment by releasing chemicals to cause certain odors, and/or simulate the feel of the simulated environment by using haptic (or other tactile feedback) technology to selectively apply certain forces to the user. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIGS. 1A-1F  show exemplary components that may be included in a Virtual Reality (VR) device; 
         FIG. 2  shows exemplary functional modules that may be included in a VR device shown in  FIGS. 1A-1F ; 
         FIG. 3  shows a diagram of exemplary components that may be included in an computing device included in the VR device shown in  FIGS. 1A-1F  and  FIG. 2 ; 
         FIGS. 4A and 4B  show exemplary components of a communications device that may be included in the VR device shown in  FIGS. 1A-1F  and  FIG. 2 ; 
         FIG. 5A-5F  show exemplary displays that may be presented via the VR device shown in  FIGS. 1A-1F  and  FIG. 2 ; 
         FIG. 6  shows an exemplary environment in which systems and/or methods described herein may be implemented; 
         FIG. 7  shows a flow diagram illustrating an exemplary process for providing different displays in the VR device shown in  FIGS. 1A-1F  and  FIG. 2  based on receiving different user inputs; 
         FIGS. 8A-8F  show an example of using the VR device shown in  FIGS. 1A-1F  and  FIG. 2  to selectively provide a user interface (UI); and 
         FIGS. 9A-9D  show an exemplary displays having a UI that may be presented by the VR device shown in  FIGS. 1A-1F  and  FIG. 2 . 
     
    
    
     DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS 
     The following detailed description refers to the accompanying drawings. The same reference numbers in different drawings may identify the same or similar elements. Also, the following detailed description does not limit the invention. 
       FIG. 1A  is an exemplary virtual reality (VR) device  100  in accordance with one implementation. VR device  100  may be worn on the face of a user  101  so that VR device  100  provides visual stimulus to the eyes of user  101  in order to display an artificial environment. As shown in  FIG. 1A , VR device  100  may include, for example, one or more touch sensors  110  (shown in  FIG. 1A  as touch sensor  110 -A and touch sensor  110 -B), a right surface portion  120 , a left surface portion  130 , a front surface portion  140 , a top surface portion  150 , and a bottom surface portion  160 . As used herein, the terms “right,” “left,” “top,” “bottom,” and “front” are intended to describe directions relative to user  101 &#39;s eyes. 
     In the example shown in  FIG. 1A , touch sensors  110  are located on right surface portion  120  and/or left surface portion  130  so that user  101  may contact one or more of touch sensors  110  to provide an input to modify the displayed virtual environment or otherwise control the operation of VR device  100 . Touch sensor  110  may include, for example, a resistive layer, a capacitive layer, or other structure for detecting a contact by and/or proximity of user  101  (or a pointing apparatus (e.g., a stylus) held by user  101 ) to touch sensor  110 . Touch sensor  110  may further detect attributes of the contact and/or movement by user  101 . For example, touch sensor  110  may detect attributes of a detected contact, such as a position of the contact, a direction of movement associated with the contact, a duration of the contact, which parts of the user  101  contacting touch sensor  110  (e.g., whether user  101  contact touch sensor  110  with a single finger or two fingers), etc. Furthermore, VR device  100  may detect if user  101  contacts multiple touch sensors  110  at substantially the same time (e.g., during the same second of time or other time interval) and may determine different attributes (e.g., direction, duration, contact point, etc.) associated with each of the detected contacts. As described in greater detail below, user  101  may control aspects of the operation of VR device  100  based on the attributes of the one or more user contact(s) detected by touch sensors  110 . 
     Right surface portion  120  and left surface portion  130  may be shaped or otherwise adapted to position VR device  100  to be worn by user  101 . For example, as shown in  FIG. 1B , right surface portion  120  and/or left surface portion  130  may be shaped and positioned to engage the ears of user  101  and to position VR device  100  over the eyes of user  101 . Additionally or alternatively, right surface portion  120  and/or left surface portion  130  may include a strap or other attachment mechanism to position VR device  100  on the user  101 &#39;s head. 
     As shown in  FIG. 1A , front surface portion  140  may include an image generator  142 . Image generator  142  may generate content associated with a virtual environment that is presented to user  101  (e.g., toward the eyes if user  101 ). For example, image generator  142  may include a display device that includes a light source, such as a light emitting diode, and filtering layer, such as a liquid crystal layer, to modify emissions from the light source to render stereoscopic images of the virtual environment. Additionally or alternatively, image generator  142  may include optical components, such as a lens, a filter, a waveguide, polarizer, etc., that modifies an optical characteristic of the rendered content when VR device  100  is worn by user  101 . 
     It should be appreciated that VR device  100  may include additional and/or different other output devices to provide a virtual environment to user  101 . For example, VR device  100  may include a speaker to present audio content to user  101 . In another example, VR device  100  may include a vibration motor or other haptic device to provide tactile feedback related to the virtual environment. 
     Front surface portion  140  may further include an image sensor  144 . Image sensor  144  may include a camera to collect optical information. For example, image sensor  144  may collect information regarding ambient light conditions around user  101 . Image generator  142  may modify its output based on the detected ambient light conditions. For example, image generator  142  may provide a brighter display when brighter (e.g., higher intensity) ambient light conditions are detected and may present a dimmer display when dimmer (e.g., lower intensity) ambient light conditions are detected. By being positioned on front surface portion  140 , image sensor  144  may collect optical information regarding what user  101  could view if user  101  were not wearing VR device  100 . For example, optical information collected by image sensor  144  may be presented to user  101  by image generator  142  to allow user  101  to view user  101 &#39;s actual surroundings, as if user  101  were not wearing VR device  100 . 
     Additionally or alternatively, VR device  100  may further include one or more other sensor devices. For example, VR device  100  may include a microphone to detect ambient audio data associated with user  101 . A microphone may also collect audio data related to dialog spoken by or to user  101 . VR device  100  may further include a motion sensor, such as a gyroscope or an accelerometer, that detects a movement by user  101 . In one example, VR device  100  may incorporate one or more detected attributes of user  101 &#39;s surrounding environment. For example, image generate  142  may modify a displayed virtual environment to reflect a detected motion and/or to display a virtual representation of a detected object. 
     As shown in  FIG. 1A , VR device  100  may include top surface portion  150  and/or bottom surface portion  160 . Top surface portion  150  and/or bottom surface portion  160  may function to properly position front surface portion  140  relative to user  101 . For example, top surface portion  150  and/or bottom surface portion  160  may space image generator  142  at a proper distance to deliver a virtual environment in clear focus. Top surface portion  150  and/or bottom surface portion  160  may further conform to the shape of user  101 &#39;s face to diminish or eliminate ambient light from being received or seen by user  101 . By minimizing ambient light leakage, top surface portion  150  and/or bottom surface portion  160  may reduce user  101 &#39;s perception of the actual surroundings and allow user  101  to better focus on the virtual environment provided by image generator  142 . 
     As shown in  FIG. 1B , VR device  100  may be worn or otherwise positioned on a head of user  101 . For example, VR device  100 , when worn by user  101 , may present images associated with an artificial environment and VR device  100  may receive an input from user  101  via a touch sensor  110 . 
     In an implementation shown in  FIG. 1C , a portion (or surface) of VR device  100  may include two or more touch sensors  110 . In the exemplary VR device  100  shown in  FIG. 1C , two touch sensors  110 -A- 1  and  110 -A- 2  may be affixed to right surface portion  120 , and two other touch sensors  110 -B- 1  and  110 -B- 2  may be affixed to left surface portion  130 . By including multiple touch sensors  110  in a region or surface, VR device  100  may receive, for example, a user input that includes multiple concurrent contacts (e.g., user  101  simultaneously touches a portion of VR device  100  with two fingers). In another example, VR device  100  may receive another user input that includes user  101  moving a contact point (e.g., dragging a finger) across multiple touch sensors  110 , so that VR device  100  may determine a direction, velocity, etc., of the movement. 
     In another implementation shown in  FIG. 1D , multiple portions (or surfaces) of VR device  100  may include touch sensors  110 . In the exemplary VR device  100  shown in  FIG. 1D , touch sensor  110 -A is affixed to right surface portion  120 , touch sensor  110 -B is affixed to left surface portion  130 , touch sensor  110 -C is affixed to top surface portion  150 , and touch sensor  110 -D is affixed to bottom surface portion  160 . By including touch sensors  110  on multiple regions or surfaces, VR device  100  may receive, for example, a user input that includes multiple concurrent contacts (e.g., user  101  simultaneously touches different portions of VR device  100 ). In another example, VR device  100  may receive a user input that includes user  101  moving a contact point (e.g., dragging a finger) across multiple portions of VR device  100 , so that VR device  100  may determine a direction, velocity, movement pattern, etc., of the contact. 
     In another implementation shown in  FIGS. 1E and 1F , VR device  100  may include an attachment mechanism  170 , such as clasp, screw, bolt, pocket, etc., that receives and holds a mobile device  180 , such as a cellular telephone, a personal communications system (PCS) terminal (e.g., that may combine a cellular telephone with data processing and data communications capabilities), a personal digital assistant (PDA) (e.g., that can include a radiotelephone, a pager, Internet/intranet access, etc.), a smart phone, a laptop computer, a tablet computer, a camera, a personal gaming system, a wearable computer (e.g., a smart watch), or another type of mobile computation and/or communication device. In this implementation, one or more components of mobile device  180  may function as image generator  142 , image sensor  144 , or other component of VR device  100  described above with respect to  FIGS. 1A-1D . For example, mobile device  180  may execute a program to display image content related to a virtual environment, and attachment mechanism  170  may position mobile device  180  so that displayed content is directed toward user  101 . Mobile device  180  may further include a camera or other component to function as image sensor  144  to capture image data related to an actual environment near user  101 . As shown in  FIGS. 1E and 1F , front surface  140  may include an opening  146  that enables the camera on mobile device  180  to capture image data through front surface  140  (e.g., in a direction that user  101  would be viewing if user  101  was not wearing VR device  100 ). 
     As shown in  FIGS. 1E and 1F , VR device  100  may include a substantially planar structure that is foldable to be coupled to mobile device  180 . For example, VR device  100  may be foldable to create, as attachment mechanism  170 , a pocket or other structure for receiving mobile device  180 . For example, VR device  100  may include a cardboard, paper, plastic, fabric, or other bendable material. When mobile device  180  is inserted into a folded VR device  100  and VR device  100  is worn by user  101 , mobile device  180  may be positioned to display a virtual environment to user  101 . 
     In one implementation, VR device  100  may interact with mobile device  180  to enable mobile device  180  to detect a contact by and/or proximity of user  101  to touch sensors  110 . For example, as shown in  FIGS. 1E and 1F , VR device  100  may include one or more leads  112  that electronically couple touch sensors  110  to contact areas  114 . Contact areas  114  may be positioned near contact sensors included in mobile device  180 . For example, mobile device  180  may include a capacitive touch screen (e.g., included in a display), and contact areas  114  may be positioned to transfer, via leads  112 , capacitance from the touch screen in mobile device  180  to touch sensors  110 . Touch sensors  110  in VR device  100  may include a planar metallic structure (e.g., capacitive tape) to receive and store capacitance from the mobile device  180 . When user  101  contacts and/or moves near touch sensor  110 , a capacitance of touch sensor  110  may be modified, and this capacitance change may be communicated or otherwise provided via leads  112  to a corresponding contact areas  114 . The change of capacitance in contact areas  114  may be detected by mobile device  180  (e.g., as a change in capacitance in the region of a touch screen included in mobile device  180 ). 
     In the specific example shown in  FIG. 1E , touch sensor  110 -A is affixed to right surface portion  120 , touch sensor  110 -B is affixed to left surface portion  130 , touch sensor  110 -C is affixed to top surface portion  150 , and touch sensor  110 -D is affixed to bottom surface portion  160 . In another example shown in  FIG. 1F , touch sensors  110 -A and  110 -B are affixed to right surface portion  120 , and touch sensors  110 -C and  110 -D are affixed to left surface portion  130 . 
     Touch sensors  110 -A,  110 -B,  110 -C, and  110 -D may be connected via leads  112 -A,  112 -B,  112 -C, and  112 -D to contact areas  114 -A,  114 -B,  114 -C, and  114 -D. Contact areas  114 -A,  114 -B,  114 -C, and  114 -D may be positioned near different portions of a touch screen in mobile device  180 . For example, contact areas  114 -A,  114 -B,  114 -C, and  114 -D may be positioned near corners of the touch screen. In this way, if user  101  contacts one of touch sensors  110 , capacitive changes associated with this contact may be transferred or communicated via lead  112  and contact area  114  to be detected by a corresponding region (e.g., corner area) of the touch screen. 
     In another example, touch sensor  110  may include a mechanism, such as a capacitive or resistive circuitry, to detect attributes of a contact by or proximity of user  101  or an associated pointer device. Touch sensor  110  may further include a wireless transmission module to forward data regarding the detected user activity to mobile device  180 . For example, touch sensor  110  may communicate to mobile device  180  using a wireless communications standard, such as Bluetooth® or WiFi®. 
       FIG. 2  is a schematic diagram illustrating exemplary components of VR device  100  according to one implementation. As shown in  FIG. 2 , VR device  100  includes a virtual environment generation module  210 , a rendering module  220 , and a sensor module  230 . 
     Virtual environment generation module  210  may maintain a model of a virtual environment and may identify, based on the model, changes to the virtual environment that may occur based on the motions or other actions by user  101  (or detected attributes of a surrounding environment. Virtual environment generation module  210  maintains the model of the virtual environment and causes rendering module  220  to render the representation of the virtual environment in response to sensing changes in the user  101 &#39;s perspective (e.g., changes in perspective resulting from user  101 &#39;s interaction with the virtual environment). Virtual environment generation module  210  may determine changes to the virtual environment based on, for example, user  101 &#39;s movement and/or change in user  101 &#39;s head orientation. Virtual environment generation module  210  may also determine other sensory changes (e.g., changes in sound, feel, smell, or taste) associated with user  101 &#39;s interactions with the virtual environment (e.g., movements by user  101 ). 
     Rendering module  220  may present the rendered representation of the virtual environment to allow user  101  to perceive the rendered aspects of the virtual environment. For example, rendering module  220  may provide stereoscopic images and/or video to user  101  (e.g., to the user&#39;s left and right eyes) to display a visual component of the virtual environment. Rendering module  220  may also include components adapted to provide an audible component of the virtual environment to user  101  (e.g., via headphones, ear pieces, speakers, etc.), and/or components capable of converting a tactile component of the virtual environment into forces perceptible to user  101  (e.g., via a haptic interface device). Rendering module  220  may also control external components configured to display images (e.g., a display device), play sounds (e.g., a speaker), and/or apply forces (e.g., a haptic interface). 
     Sensor module  230  determines a position of an object in a reference environment and generates reference positioning data representing the object&#39;s position in the reference environment. The object may be a person (e.g., user  101 ), a part of a person (e.g., a body part of user  101 ), or other object. The type of object tracked by sensor module  230  may depend on the nature of the virtual environment and/or the intended application of the virtual environment. In some embodiments, sensor module  230  may include a component to receive geographic position data (e.g., a global positioning system (GPS) receiver), a motion capture system (e.g., a system that uses cameras and/or infrared emitters to determine an object&#39;s position), an inertial motion module (e.g., a module that includes one or more accelerometers, gyroscopes, and/or magnetometers to determine an object&#39;s position), an ultrasonic system, an electromagnetic system, and/or any other positioning system suitable for determining a position of an object. 
     Virtual environment generation module  210  may process the reference positioning data to determine a position of the object in the virtual environment. For example, if the reference positioning data includes the position of user  101 , virtual environment generation module  210  may determine user  101 &#39;s position in the virtual environment (“virtual position”) and use the virtual position to determine at least some aspects of the rendered representation of the virtual environment. For example, virtual environment generation module  210  may use the virtual position to determine sights, sounds, and/or tactile sensations to render (by rendering module  220 ) information that correspond to user  101 &#39;s current relationship with the virtual environment. For example, virtual environment generation module  210  may use the virtual position to render a virtual character (e.g., an avatar) corresponding to user  101  at the virtual position. 
     Sensor module  230  may further determine an orientation of an object in a reference environment and generate orientation data representing the object&#39;s orientation in the reference environment. The object may be a person (e.g., user  101 ), a part of a person (e.g., a body part of a user  101 , such as a head), or any other suitable object. For example, sensor module  230  may determine the orientation of a user  101 &#39;s head to determine which direction user  101  is facing so rendering module  220  correctly renders the virtual environment from the perspective of user. For example, sensor module  230  may include an accelerometer, a gyroscope, and/or any other sensor attached to a real object and configured to determine an orientation of the real object in the reference environment. Some embodiments of sensor module  230  may include a motion capture system (e.g., a camera-based system) configured to determine an object&#39;s orientation in a monitored space, an inertial motion module configured to determine an object&#39;s orientation in a virtual coordinate system, an eye-tracking system configured to determine an orientation of a user  101 &#39;s eye(s), and/or any other apparatus configured to determine an orientation of an object in a reference environment. 
     Virtual environment generation module  210  may process the reference orientation data to determine an orientation of a virtual object in the virtual environment. If the reference orientation data includes the orientation of a user  101 , virtual environment generation module  210  may determine the orientation in the virtual environment (“virtual orientation”) of a character corresponding to user  101  (e.g., an avatar or other suitable representation of user) and process the character&#39;s virtual orientation to determine at least some aspects of the rendered representation of the virtual environment. For example, virtual environment generation module  210  may use the character&#39;s virtual orientation to determine sights, sounds, and/or tactile sensations to render to user  101  to simulate a desired environment. In some embodiments, virtual environment generation module  210  may use the character&#39;s virtual orientation to render a representation of the character (e.g., an avatar) having a virtual orientation in the virtual environment based, at least in part, on a reference orientation associated with user  101 . 
       FIGS. 1A-1F and 2  depict exemplary components of VR device  100 , in other implementations, VR device  100  may include fewer components, additional components, different components, or differently arranged components than illustrated in  FIGS. 1A-1F and 2 . Furthermore, one or more components of VR device  100  may perform one or more tasks described as being performed by one or more other components of VR device  100 . 
       FIG. 3  is a schematic diagram illustrating exemplary components of a computing device  300 . VR device  100  and/or mobile device  180  may each include one or more computing devices  300 . As shown in  FIG. 3 , computing device  300  may include a bus  310 , a processing unit  320 , a memory  330 , an input device  340 , and output device  350 , and a communication interface  360 . 
     Bus  310  may include a path that permits communication among the components of computing device  300 . Processing unit  320  may include a processor, a microprocessor, or processing logic that may interpret and execute instructions. Memory  330  may include any type of dynamic storage device that may store information and instructions, for execution by processing unit  320 , and/or any type of non-volatile storage device that may store information for use by processing unit  320 . Input device  340  may include a mechanism that permits a user to input information to computing device  300 , such as a keyboard, a keypad, a button, a switch, etc. Output device  350  may include a mechanism that outputs information to user, such as a display (e.g., a liquid crystal display, an LED-based display, etc.), a speaker, one or more light emitting diodes (LEDs), etc. 
     Communication interface  360  may include any transceiver that enables computing device  300  to communicate with other devices and/or systems via wireless communications, wired communications, or a combination of wireless and wired communications. For example, communication interface  360  may include mechanisms for communicating with another device or system via a network. Communication interface  360  may include an antenna assembly for transmission and/or reception of radio-frequency (RF) signals. For example, communication interface  360  may include one or more antennas to transmit and/or receive RF signals over the air. Communication interface  360  may, for example, receive RF signals and transmit them over the air. In one implementation, for example, communication interface  360  may communicate with a network and/or devices connected to a network. Alternatively or additionally, communication interface  360  may be a logical component that includes input and output ports, input and output systems, and/or other input and output components that facilitate the transmission of data to other devices. 
     Computing device  300  may perform certain operations in response to processing unit  320  executing software instructions contained in a computer-readable medium, such as memory  330 . A computer-readable medium may be defined as a non-transitory memory device. A memory device may include space within a single physical memory device or spread across multiple physical memory devices. The software instructions may be read into memory  330  from another computer-readable medium or from another device. The software instructions contained in memory  330  may cause processing unit  320  to perform processes described herein. Alternatively, hardwired circuitry may be used in place of or in combination with software instructions to implement processes described herein. Thus, implementations described herein are not limited to any specific combination of hardware circuitry and software. 
     Computing device  300  may include fewer components, additional components, different components, and/or differently arranged components than those illustrated in  FIG. 3 . Furthermore, one or more components of computing device  300  may perform one or more tasks described as being performed by one or more other components of computing device  300 . 
       FIGS. 4A and 4B  show a front side (e.g., in the direction of a displayed visual output) and a rear side (e.g., in a direction opposite of the displayed visual output) of an exemplary communications device  400  that may correspond to mobile device  180 . As shown in  FIGS. 4A and 4B , communications device  400  may include a housing  410 , a speaker  420 , a touch screen  430 , control buttons  440 , a microphone  450 , a front camera element  460 , and/or a rear camera element  470 . Housing  410  may include a chassis via which some or all of the components of communications device  400  are mechanically secured and/or covered. Speaker  420  may include a component to receive input electrical signals from communications device  400  and transmit audio output signals, which communicate audible information to a user of communications device  400 . 
     Touch screen  430  may include a component to receive input electrical signals and present a visual output in the form of text, images, videos and/or combinations of text, images, and/or videos which communicate visual information to user  101 . In one implementation, mobile device  180  may execute a program that causes touch screen  430  to display a virtual environment when computer device  400  is inserted into VR device  100 . In other examples, touch screen  430  may display text, images, and/or video received from another device, and/or information regarding incoming or outgoing calls or text messages, emails, media, games, phone books, address books, the current time, etc. 
     Touch screen  430  may also include a component to permit data and control commands to be inputted into communications device  400  via touch screen  430 . For example, touch screen  430  may include a capacitive or field sensor to detect touch. As described above with respect to  FIGS. 1E and 1F , touch screen  430  may be coupled to VR device  100  to detect a user input in touch sensors  110 . For example, touch screen  430  may include one or more detection regions  432  that interface with touch sensors  110  via lead  112  and/or contact areas  114 . When user  101  contacts touch sensor  110 , a corresponding contact region  432  may detect the contact (e.g., capacitance at the detection region  432  may change based on the contact by user  101  to touch sensor  110 ). 
     In one implementation, detection regions  432  may be spaced apart on touch screen  430  so that changes in capacitance associated with a contact at one touch sensor  110  may be differentiated, by touch screen  430 , from a contact at a different touch sensor  110 . For example, as shown in  FIG. 4A , contact areas  114  (not shown in  FIG. 4A ) may be positioned near corresponding detection regions  432  in corners of touch screen  430  (e.g., so that detection regions  430  are separated from each other by a maximum distance). Communications device  400  may be further programmed to associate locations of touch sensors  110  with different detection regions  432 . In the example shown in  FIG. 1E , touch sensor  110 -A on right surface portion  120  may be coupled to contact area  114 -A positioned near the lower right corner of touch screen  430 , and touch sensor  110 -B on left surface portion  130  may be coupled to contact area  114 -C positioned near the upper left corner of touch screen  430 . In this example, touch sensor  110 -C on top surface portion  150  may be coupled to contact area  114 -B positioned near the top right corner of touch screen  430 , and touch sensor  110 -D on bottom surface portion  140  may be coupled to contact area  114 -D positioned near the lower left corner of touch screen  430 . 
     Referring again to  FIG. 4A , control buttons  440  of communications device  400  may include one or more buttons that accept, as input, mechanical pressure from user (e.g., user presses a control button or combinations of control buttons) and send electrical signals to a processor (not shown) that may cause device  400  to perform one or more operations. For example, control buttons  440  may be used to cause communications device  400  to transmit information. Microphone  450  may include a component to receive audible information from user and send, as output, an electrical signal that may be stored by device  400 , transmitted to another user device, or cause the device to perform one or more operations. 
     As shown in  FIGS. 4A and 4B , front camera element  460  may be provided on a front side of communications device  400  and rear camera element  470  may be provided on a back side of communications device  400 . Each of front camera element  460  and rear camera element  470  may include a component to receive, as input, analog optical signals and send, as output, a digital image or video that can be, for example, viewed on touch screen  430 , stored in the memory of device  400 , discarded and/or transmitted to another device  400 . In one implementation, front camera element  460  may capture images about user  101  (e.g., monitor movement of user  101 &#39;s eyes) when communications device  400  is inserted into VR device  100 . Similarly, when communications device  400  is inserted into VR device  100 , rear camera element  470  may capture images via opening  146  in front surface portion  140  when communications device  400  is inserted into VR device  100 . For example, rear camera element  460  may capture images that correspond to what user  101  could view if not wearing VR device  100 . 
     Although  FIGS. 4A and 4B  depict exemplary components of communications device  400 , in other implementations, communications device  400  may include fewer components, additional components, different components, or differently arranged components than illustrated in  FIGS. 4A and 4B . Furthermore, one or more components of communications device  400  may perform one or more tasks described as being performed by one or more other components of communications device  400 . 
       FIGS. 5A-5F  show exemplary displays  500 -A through  500 -F that may be presented by VR device  100  (e.g., by touch screen  430  of mobile device  180  when inserted into VR device  100  and mobile device  180  is executing a program to generate and display a virtual environment) in various implementations in response to one or more inputs received from user  101  (e.g., contacts with one or more touch sensors  110 ). For example,  FIG. 5A  shows an exemplary display  500 -A that presents a virtual environment that includes a tree  510  and a building  520  that are positioned near a horizon line  530  that is shown for reference (i.e., horizon line may or may not be presented to user  101  in displays  500 -A). In the following discussion of  FIGS. 5B-5G , display  500 -A may represent a starting point in the virtual environment that is displayed by VR device  100  when initially activated (e.g., a “default view”). 
     In one implementation, a single tap to touch sensor  110  by user  101  may cause VR device  100  to present display  500 -A or another default view. For example, VR device  100  may determine that a tap has occurred when user  101  contacts (or moves a finger or other selection device (e.g., a pointer) in proximity to) touch sensor  110  for less than a threshold duration of time. Additionally or alternatively, VR device  100  may determine that a tap has occurred when another sensor in VR device  100 , such as an accelerometer or vibration sensor, detects vibrations or another indication that user  101  has made a quick contact with touch sensor  110  or another portion of VR device  100 . 
     When VR device  100  detects a tapping gesture by user  101 , VR device  100  may reset user interface (UI) for user  101  inside of a virtual environment and present display  500 -A. For example, if user  101  has a field of view obscured by a UI element (such as an information panel or drop down menu), user  101  may tap VR device  100  to reset the displayed UI to cause VR device  100  to reset the UI layout. The reset UI layout (e.g., as shown in  FIG. 5A ) may correspond to what user  101  saw when VR device  100  was initially activated (e.g., a default view) to remove the obscuring UI element. 
     In another example, VR device  100  may reset a default orientation associated with the display  500 -A of the virtual environment. For example, when VR device  100  is initially activated, user  101  may be oriented in an awkward or otherwise undesirable direction (e.g., looking downward). When VR device  100  detects a tap by user  101 , VR device  100  may re-associate display  500 -A of the virtual environment with a new orientation (e.g., the direction associated with user  101  when the tap is detected). 
     In yet another example, if VR device  100  detects two or more taps, VR device  100  may redefine a current view being presented in the virtual environment as a new starting point. For example, VR device  100  may identify and store virtual objects being presented when the double tap gesture is received, and VR device  100  may represent, as initial display  500 -A, the virtual objects when VR device  100  detects another tap. 
     As shown in  FIG. 5B , VR device  100  may present a display  500 -B in which a horizon angle (e.g., move horizon line  530 ) may be raised or lowered. For example, VR device  100  may present display  500 -B that includes a lowered horizon line  530  (e.g., to display one or more virtual objects, such as cloud  540 , that are located above tree  510  and building  520 ) based on detecting substantially concurrent (e.g., during a same second) upward swiping motions by user  101  at both touch sensor  110 -A and touch sensor  110 -B. Similarly, if VR device  100  detects substantially concurrent downward swiping motions by user  101  at one or both touch sensor  110 -A on right surface portion  120  and touch sensor  110 -B on left surface portion  130 , VR device  100  may present a modified display (not shown) that includes a raised horizon line  530  (e.g., to display one or more virtual objects that are located below tree  510  and building  520 ). 
     In another example, VR device  100  may present a display in which the displayed virtual objects move in a left direction based on detecting a forward swiping motion by user  101  at touch sensor  110 -A on right surface portion  120  and/or a rearward swiping motion by user  101  at touch sensor  110 -B on left surface portion  130 . Similarly, VR device  100  may present a display in which the displayed virtual objects move in a right direction based on detecting a rearward swiping motion by user  101  at touch sensor  110 -A on right surface portion  120  and/or a forward swiping motion by user  101  at touch sensor  110 -B on left surface portion  130 . 
     As shown in  FIG. 5C , VR device  100  may present a display  500 -C in which a horizon angle (e.g., horizon line  530 ) is rotated. For example, VR device  100  may present display  500 -C in which horizon line  530  is rotated counter-clockwise based on detecting an upward swiping motion by user  101  at touch sensor  110 -A on the right surface portion  120  and/or a downward swiping motion by user  101  at touch sensor  110 -B on the left surface portion  130 . Similarly, VR device  100  may present a display (not shown) in which horizon line  530  is rotated clockwise based on detecting a downward swiping motion by user  101  at touch sensor  110 -A on right surface portion  120  and/or an upward swiping motion by user  101  at touch sensor  110 -B on left surface portion  130 . 
     In another example shown in  FIG. 5D , VR device  100  may present a display  500 -D in which one or more virtual objects (e.g., tree  510 ) are resized. For example, VR device  100  may present display  500 -D that enlarges (or reduces) a virtual object based on detecting a twisting motion by one or more hands of user  101  (e.g., a motion that corresponds to focusing a pairs of binoculars). For example, VR device  100  may enlarge a virtual object based on detecting a counter-clockwise rotation of user  101 &#39;s right hand (e.g., an upward sliding motion at touch sensor  110 -A on the right surface portion  120 , a left-ward sliding motion at touch sensor  110 -C on the top surface portion  150 , and/or a right-ward sliding motion at touch sensor  110 -D on the bottom surface portion  160 ) and/or a clockwise rotation of user  101 &#39;s left hand (e.g., an upward sliding motion at touch sensor  110 -B on the left surface portion  130 , a right-ward sliding motion at touch sensor  110 -C on the top surface portion  150 , and/or a left-ward sliding motion at touch sensor  110 -D on the bottom surface portion  160 ). In another example, VR device  100  may reduce the appearance of a virtual object based on detecting a clockwise rotation of user  101 &#39;s right hand and/or a counter-clockwise rotation of user  101 &#39;s left hand. 
     In another example, a binocular zooming gesture may also be used for simulating focus in stereoscopic displays to one or both eyes of user  101 . In this case, a user interface (UI) such as a setup wizard, may calibrate differences in user  101 &#39;s relative eye strength by providing a stereoscopic displays (e.g., separate displays to the left and eyes) that are adjusted for the differences. For example, a binocular zooming gesture may cause VR device  100  to create an artificial distortion filter that replicates an action of adjusting focal length associated with adjusting physical left or right eye lenses in VR device  100 . The artificial focus adjustment may include, for example, user  101  first performing a two eye focus adjustment (e.g., hand rotation motions with both hands that is detected by one or more touch sensors  110 ) to bring both left and right stereoscopic displays to a common level of focus (e.g., a focus level that is appropriate for user  101 &#39;s stronger eye), and then performing an additional one-handed adjustment (e.g., a hand rotation motion with a hand that is detected by one or more touch sensors  110 ) to provide additional adjustment for accommodate for eye-to-eye differences in focal strength of a weaker eye. In this way, a binocular zooming gesture may cause VR device  100  to mimic the focusing of a pair of binoculars that includes turning a focus screw at the top and then twisting a single eye&#39;s diopter component. 
     In an example shown in  FIG. 5E , VR device  100  may present a display  500 -E that includes a menu  550 . For example, VR device  100  may present display  500 -E based on detecting a swipe (e.g., a sideways motion) by user  101  at one or more touch sensors  110 . As shown in  FIG. 5E , menu  550  may include various options that may be selected by user  101 , e.g., by contacting touch sensor  110 , movement of user&#39;s  101  eyes as tracked by front image sensor  460 , or using another input device. Options in menu  550  may identify, for example, different attributes of the displayed virtual environment, different multimedia content to be displayed by VR device  110 , etc. As described above with respect to  FIG. 5A , VR device  100  may remove menu  550  (e.g., present original display  500 -A) based on detecting a tap (e.g., a contact that lasts less than a threshold duration) by user  101  at one or more touch sensors  110 . 
     In an example shown in  FIG. 5F , VR device  100  may present a display  500 -F that includes a real world image  560 . Real world image  560  may correspond to an image of user  101 &#39;s physical surroundings (someone&#39;s face in this example). For example, real world image  560  may be captured by image sensor  144  and/or rear image sensor  470 . In this way, real world image  560  may correspond to a peek of the real world to allow user  101  to view the real world without removing VR device  100  from his/her head. VR device  100  may present display  500 -F based on a specific input by user  101 , such as detecting a contact that lasts more than a threshold duration (e.g., more than 3 seconds) by user  101  at one or more touch sensors  110 . VR device  100  may remove real world image  560  when the detected contact ends and/or based on detecting a tap (e.g., a contact that lasts less than a threshold duration) by user  101  at one or more touch sensors  110 . 
     Although  FIGS. 5A-5F  depict exemplary displays  500 -A through  500 -F, in other implementations, displays  500 -A through  500 -F may include fewer graphical elements, additional graphical elements, different graphical elements, or differently arranged graphical elements than illustrated in  FIGS. 5A-5F . Furthermore, displays  500 -A through  500 -F are described above as being presented by VR device  100  in response to detecting certain inputs, but it should be appreciated that displays  500 -A through  500 -F may be presented by VR device  100  in response to detecting different input and/or in other circumstance, including certain circumstance in which no input is detected. 
       FIG. 6  is a diagram of an exemplary environment  600  in which systems and/or methods described herein may be implemented. As shown in  FIG. 6 , environment  600  may include VR device  100 , an application device  610 , a content device  620 , and a network  630 . 
     Application device  610  may include a computing device that receives signals from VR device  100  identifying user inputs (e.g., contact by user  101  with one or more touch sensors  110  other input device) and/or sensor data collected by VR device  100 . Application device  610  may forward and content to VR device  100  based on the user input. For example, application device  610  may forward stereoscopic display data associated with a virtual environment, multimedia content to be viewed in the virtual environment, a user interface, etc., based on the detected user input from VR device  110 . VR device  100  may forward information identifying a detected motion (or other action) by user  101 , and application device  610  may modify a presented virtual environment based on the detected motion. Application device  610  may obtain the content from content device  620 . Content device  620  may include a single device or a group of devices (e.g., a content delivery network) that store content and selectively forward portions of the content to application device  610 . 
     Network  630  may forward data between VR device  100  and application device  610 . Network  630  may include a communications network, a data network, or a combination of networks that connect network elements  140 . For example, network  630  may include local area networks (LANs), wireless local area networks (WLANs), VLANs, metropolitan area networks (MANs), wide area networks (WANs), virtual private networks (VPNs), intranets (including the Intranet), or an extranet. In another example, network  630  may include a radio network capable of supporting wireless communications to/from one or more devices in environment  600 , and the radio network may include, for example, a long-term evolution (LTE) network, another 3rd Generation Partnership Project (3GPP) 3G/4G network, Global System for Mobile Communications (GSM), wideband code division multiple access (WCDMA), Ultra Mobile Broadband (UMB), Universal Mobile Telecommunications System (UMTS), Code Division Multiple Access 1000 (CDMA2000), High-Speed Packet Access (HSPA), Worldwide Interoperability for Microwave Access (WiMax), enhanced high-rate packet data (eHRPD), or a network implemented in accordance with other wireless network standards. 
     Although  FIG. 6  depicts exemplary components of environment  600 , in other implementations, environment  600  may include fewer components, additional components, different components, or differently arranged components than illustrated in  FIG. 6 . Furthermore, one or more components of environment  600  may perform one or more tasks described as being performed by one or more other components of environment  600 . 
       FIG. 7  is a flow diagram illustrating an exemplary process  700  for providing different displays in VR device  100  based on different user inputs. In one implementation, process  700  may be performed by VR device  100 , including mobile device  180  when coupled to VR device  100 . In other implementations, process  700  may be performed by one or more other devices of environment  600 , such as application device  610  and/or content device  620 . 
     As shown in  FIG. 7 , process  700  may include VR device  100  detecting a user input related to a virtual environment. For example, while VR device  100  is displaying or otherwise presenting the virtual environment to user  101 , VR device  100  may determine whether user  101  contacts one of touch sensors  110  and, if so, identifies attributes associated with the contact (e.g., a portion of touch sensor  110  associated with the contact, a direction of the contact, a duration of the contact to touch sensor  110 , etc.). For example, VR device  110  may be coupled to mobile device  180  that includes touch screen  430 . In this example, capacitance from touch screen  430  may be transferred or communicated via leads  112  and contact areas  114  to touch sensors  110 , and mobile device  180  may detect a change in capacitance when user  101  contacts touch sensors  110 . Mobile device  180  may detect attributes of the contact (e.g., a direction of the contact, a duration of the contact, etc.) based on the capacitance change. 
     As shown in  FIG. 7 , process  700  may include determining whether the detected user input is a tap (block  720 ) or a double tap (block  730 ). For example, VR device  110  may determine that a tap has occurred when touch sensor  110  detects a contact by user  101  that lasts less than a threshold length of time. VR device  110  may determine that a double tap has occurred when touch sensor  110  detects two such contacts (e.g., that lasts less than the threshold length of time) by user  101 . Additional or alternatively, VR device  100  (or mobile device  180  when inserted in to VR device  100 ) may include a motion sensor, such as an accelerometer or vibration sensor, that may detect vibrations associated with a tap. 
     If VR device  100  detects a tap (block  720 —Yes), VR device  100  may present a default view of a virtual environment (e.g., display  500 -A). For example, VR device  100  may present a portion of the virtual environment that is initially displayed by VR device  100  when initially activated/worn by user  101  (block  725 ). If VR device  100  detects a double tap gesture (block  730 —Yes), VR device  100  may define a new default view of a virtual environment (block  735 ). For example, VR device  100  may determine virtual objects in the virtual environment being presented at the time the double taps are detected and may define a new default view that includes these virtual objects. 
     As shown in  FIG. 7 , process  700  may include VR device  100  determining whether the detected input includes user  101 &#39;s hands moving vertically in the same direction at the same time (block  740 ) or whether the detected input includes user  101 &#39;s hands moving in different vertical directions (block  750 ). For example, VR device  100  may determine whether one or more both of user  101 &#39;s hands are contacting touch sensors  110 , and if so, VR device  100  may determine the direction of motion associated with the detected contacts. For example, VR device  100  may determine whether one hand is sliding up at substantially the time that another hand is sliding down, or whether both hands are sliding the same direction. If both of user  101 &#39;s hands are moving the same direction (block  740 —Yes), VR device  100  may change the virtual horizon, such as causing the virtual environment presented by VR device  100  to move up or down (block  745 ) as shown in display  500 -B in  FIG. 5B . Otherwise, if user  101 &#39;s hands are sliding in different directions, such as one hand sliding up and another hand is sliding down at substantially the time (block  750 —Yes), VR device  100  may change an orientation of the virtual horizon, such as causing the virtual environment presented by VR device  100  to rotate (block  755 ), as shown in display  500 -C in  FIG. 5C . 
     As shown in  FIG. 7 , process  700  may also include VR device  100  determining whether the detected input includes a contact associated with a hand rotation (block  760 ) or whether the detected input includes a side swipe (block  770 ). For example, in block  760 , VR device  100  may determine whether touch sensors  110  detect that one or more both of user  101 &#39;s hands are moving in a manner consistent with a hand rotation (e.g., touch sensors  110  on right side portion  120  and/or left side portion  130  detect a vertical motion, and touch sensors  110  on top side portion  150  and/or bottom side portion  160  detect a concurrent sideways motion). If the detected input includes a contact associated with a hand rotation (block  760 —Yes), VR device  100  may zoom in on (e.g., present an enlarged version of) a virtual object (block  765 ), as shown in display  500 -D in  FIG. 5D . If the detected input includes a side swipe (e.g., one of user  101 &#39;s fingers slides across touch sensor  110 ) (block  770 —Yes), VR device  100  may present a menu of options related to the presentation of the virtual environment (block  775 ), as shown in display  500 -E in  FIG. 5E . 
     As shown in  FIG. 7 , process  700  may further include VR device  100  determining whether the detected input is associated with an extended contact by user  101  (e.g., a contact that lasts at least a threshold amount of time) (block  780 ). For example, VR device  100  may determine whether one of touch sensors  110  detects contact by user  101  that lasts at least the threshold amount of time. If the detected input is associated with an extended contact by user  101  (block  780 —Yes), VR device  100  may capture an image, video, or other sensor data associated with a real environment around user  101  and show the real world image (block  785 ), such as real world image  560  shown in display  500 -F in  FIG. 5F . 
       FIGS. 8A-8F  show examples of using VR device  101  to selectively provide a user interface (UI) to user  101 . For example, as shown in  FIG. 8A , VR device  100 , when worn by user  101 , may present a virtual field of vision  810 . When user  101  physically moves, virtual field of vision  810  may display an associated change in the displayed virtual environment. For example, as shown in  FIG. 8B , user  101  may rotate (e.g., user  101  turns his/her head left or right) by an angle of rotation  820 - 1 . A sensor included in or otherwise associated with VR device  100  (e.g., a accelerometer or gyroscope) may detect angle of rotation  820 - 1 , and VR device  100  may adjust the displayed virtual environment, such as to move displayed virtual elements left/right based on angle of rotation  820 - 1 . 
     In one implementation, VR device  100  may selectively provide a UI, such as menu  550  (see  FIG. 5E ), based on angle of rotation  820 - 1 , other attributes of a detected rotation (e.g., the rate/speed of the rotation, a change in the rotation versus a prior-detected rotation, the timing of the rotation (e.g., when the rotation occurred in comparison to a virtual event displayed in field of vision  810 ), and/or other detected motions by user  101  (e.g., inputs via one or more touch sensors  110 , other head movements such as a sideways/forwards/backwards tilting, geographic movement of user  101 , etc.). For example, as shown in  FIG. 8C , VR device  100  may determine when angle of rotation  820 - 2  is less than a threshold angle θ T    801 . In one example, VR device  101  may not display a UI (e.g., menu  550 ) when angle of rotation  820 - 2  is less than threshold angle θ T    801 . In another example, example, VR device  100  may display only a portion of the UI when angle of rotation  820 - 2  is less than threshold angle θ T    801 . Similarly, as shown in  FIG. 8D , VR device  100  may determine when angle of rotation  820 - 3  is greater than threshold angle θ T    801 , and VR device  100  may display the UI (e.g., menu  550 ) based on determining that angle of rotation  820 - 3  is greater than threshold angle θ T    801 . 
     In certain implementations, VR device  100  may selectively display a UI or portions of the UI based on a combination of two or more detected rotations. For example, as shown in  FIG. 8E , if VR device  100  detects that an angle of initial rotation  830 - 1  exceeds threshold angle θ T    801 , VR device  100  may display the UI, as described above with respect to  FIG. 8D . However, VR device  100  may cease displaying UI or may display only a portion of the UI if user  101  rotates back by an angle of secondary rotation  840 - 1  that is in the opposite angular direction as angle of initial rotation  830 - 1 . For example, VR device  100  may cease displaying the UI (or may display only a portion of the UI) even though a total angle of rotation from a beginning point associated with angle of initial rotation  830 - 1  and angle of secondary rotation  840 - 1  would exceeds threshold angle θ T    801 , as shown in  FIG. 8E . 
     In another implementation, VR device  100  may consider both angle of initial rotation  830 - 1  and angle of secondary rotation  840 - 1  when determining whether to display the UI if the secondary rotation occurs (or is detected) within a threshold time (e.g., 2 seconds) after occurrence of the initial rotation. For example, VR device  100  may selectively display the UI (or may display only a portion of the UI) based on the total angle of rotation from a beginning point associated with angle of initial rotation  830 - 1  and angle of secondary rotation  840 - 1 . For example, VR device  100  may selectively display the UI when angle of initial rotation  830 - 1  exceeds threshold angle θ T    801  and may continue to present the UI despite angle of secondary rotation  840 - 1  in the opposite direction until the total detected rotation (e.g., angle of initial rotation  830 - 1  minus angle of secondary rotation  840 - 1 ) no longer exceeds threshold angle θ T    801 . 
     In another example, VR device  100  may consider two or more rotations in a same direction. In the example shown in  FIG. 8F , VR device  100  may selectively display the UI when an angle of initial rotation  830 - 2  exceeds threshold angle θ T    801  and may continue to present the UI when an angle of secondary rotation  840 - 2  occurs in the same direction. For instance, VR device  100  may continue to present the UI if the secondary rotation occurs (or is detected) within a threshold time (e.g., 2 seconds) after occurrence of the initial rotation. In one example, VR device  100  may continue to present the UI when angle of secondary rotation  840 - 2  in the same direction even if angle of secondary rotation  840 - 2  is less than threshold angle θ T    801 . In yet another example, VR device  100  may present the UI when angle of initial rotation  830 - 2  and angle of secondary rotation  840 - 2  occur in the same direction even if angle of initial rotation  830 - 2  and angle of secondary rotation  840 - 2  are each less than threshold angle θ T    801 . For example, VR device  100  may present the UI when two or more rotations in the same direction are detected and/or the total of angle of initial rotation  830 - 2  and angle of secondary rotation  840 - 2  is more than threshold angle θ T    801 . 
     In another implementation, VR device  100  may selectively present a UI based on multiple different types of sensor readings. For example, as described above with respect to  FIG. 5E , VR device  100  may present menu  550  when user  101  swipes one or more touch sensors  110  (or makes another appropriate gesture). For example, VR device  100  may present menu  500  on a left side of display  500 -E (as displayed in  FIG. 5E ) if user  101  swipes a touch sensor  110  on the left side of VR device  100 , or VR device  100  may present menu  500  on a right side of a virtual display (not shown) if user  101  swipes a touch sensor  110  on a right side of VR device  100 . VR device  100  may continue to present a UI (e.g., menu  550 ) if user  101  rotates in the same direction as the swipe. Conversely, VR device  100  may cease presenting the UI or may present only a portion of the UI if user  101 , after making a swipe, rotates in a different direction from the swipe. 
     As described above with respect to  FIG. 5E , VR device  100  may present the UI (e.g., menu  550 ) when an appropriate input (e.g., a swipe) is applied to touch sensor  110  (e.g., to present the UI on a portion of display  500 -E when the swipe is detected by touch sensor  110  associated with that portion of the display). As further described above with respect to  FIGS. 8D and 8F , VR device  100  may present display menu  550  when an angle of rotation  820 - 3  exceeds threshold angle θ T    801  and/or if a combination of rotations (e.g., angle of initial rotation  830 - 2  and angle of secondary rotation  840 - 2 ) exceeds threshold angle θ T    801 . In certain examples, VR device  100  may cease presenting the UI (e.g., menu  550 ) if, for example, another gesture (e.g., a tap) is applied to touch sensor  110  (as discussed above with respect to  FIGS. 5A and 5E ) or if user  101 , after rotating in direction  901  to cause the UI to be presented, rotates in an opposite direction, as discussed above with respect to  FIG. 8E . 
       FIGS. 9A-9D  show exemplary displays  900 -A through  900 -D having a UI or a portion of the UI that may be selectively presented by VR device  100 . As shown in  FIG. 9A , VR device  100  may selectively present a display  900 -A that includes a UI portion  910  (e.g., a half or another portion of menu  550 ) on a part of display  900 -A associated with a direction  901 . For example, VR device  100  may present UI portion  910  if user  101  rotates in direction  901  by angle of rotation  820 - 2  that is less than threshold angle θ T    801  (as discussed above with respect to  FIG. 8C ). Alternatively, VR device  100  may not present UI portion  910  if angle of rotation  820 - 2  is less than a lower threshold angle and may present UI portion  910  if user  101  rotates in direction  901  by angle of rotation  820 - 2  that is more than the lower threshold angle but is less than a higher threshold angle. In this last example, VR device  100  may present the entire UI (e.g., menu  550 ) if user  101  rotates in direction  901  by angle of rotation  820 - 2  that is more than the higher threshold angle. In other examples, VR device  100  may present UI portion  910  if user  101  rotates by angle of secondary rotation  840 - 1  in direction  902  that is opposite to direction  901  of angle of initial rotation  830 - 1  (as discussed above with respect to  FIG. 8E ). When presenting display  900 -A, VR device may alter the displayed positioned of virtual elements (e.g., tree  510  and building  520  in display  900 -B) based on, for example, movements and/or actions of user  101 , while UI portion  910  stays in relatively the same position (e.g., portion  910  is anchored to display  900 -A). 
       FIG. 9B  shows another display  900 -B in which VR device  100 , after initially presenting menu  550  or another UI element (e.g., a described above with respect to  FIG. 5E ), may continue to present menu  550  despite other actions and/or motions by user  101 . For example, VR device  100  may continue to display menu  550  for a period of time after the input and/or the initial rotation by user  101 . In one example, VR device  100  may continue to display menu  550  while user  101  is making a selection from menu  550  or otherwise interacting with menu  550  (e.g., making an associated action via touch sensors  550 ), even after the period of time when VR device would normally cease presenting menu  550 . In another example, VR device  100  may continue to present display  900 -B that includes menu  550  if user  101  rotates by angle of secondary rotation  840 - 1  in direction  902  (that is opposite to direction  901  of angle of initial rotation  830 - 1  the initially prompted VR device  100  to present menu  550 ) when angle of secondary rotation  840 - 1  is less than a threshold amount. 
     In yet another example described above with respect to  FIG. 8F , VR device  100  may initially present menu  550  after VR device  100  detects an angle of initial rotation  830 - 2  in direction  901  that exceeds threshold angle θ T    801 , and VR device may continue to present display  900 -B that includes menu  550  while user  101  is rotating to in direction  901  (e.g., if angle of secondary rotation  840 - 2  is in the same direction as angle of initial rotation  830 - 2 ). When presenting display  900 -B, VR device may alter the displayed positioned of virtual elements (e.g., tree  510  and building  520  in display  900 -B) based on angle of initial rotation  830 - 2  and/or angle of secondary rotation  840 - 2 . Thus, menu  550  in display  900 -B may be presented in the substantially same location (e.g., portion  910  is anchored to display  900 -A) while the background virtual elements continue to move based on the motions and/or actions of user  101 . 
       FIGS. 9C and 9D  show displays  900 -C and  900 -D that may include two or more graphical option elements  920  identifying options that may be selected via menu  550  and/or another UI. As shown in  FIGS. 9C and 9D , displays  900 -C and  900 -D may further include a graphical selection element  930  that graphically indicates one of graphical option elements  920  being selected by user  101 . For instance, graphical selection element  930  is located in a left-most graphical option element  920  in display  900 -C and graphical selection element  930  has been moved to the right-most graphical option element  920  in display  900 -D. For example, user  101  may perform one or more gestures (e.g., a left or right swipe) via touch sensors  110  to move graphical selection element  930  among graphical option elements  920  and may perform one or more additional gestures (e.g., a tap) to indicate a final selection. 
     In another example, VR device  100  may track movements by user  101  and may adjust the position of graphical selection element  930  among graphical option elements  920  based on the movements of user  101 . For example, VR device  100  may present display  900 -C when a certain rotation by user  101  is detected (e.g., angle of rotation  820 - 3  that exceeds threshold angle θ T    801  as discussed above with respect to  FIG. 8D ), and VR device  100  may further move graphical selection element  930  based on additional rotations by user  101 . In one instance, VR device  100  may initially present menu  550  that includes graphical option elements  920  and/or graphical selection element  930  after a certain angle rotation by user  101 , and VR device  100  may continue to present menu  550  when user  101  moves within a certain range (e.g., 10 degrees) of the angle of rotation. When user  101  moves within the range of the angles, VR device  100  may move graphical selection element  930  based on the movement. If user  101  moves outside the range of the angles (e.g., by more than 10 degrees), VR device  100  may cease presenting at least a portion of menu  550 . 
     In still another example, VR device  100  may detect eye movements by user  101  (e.g., via front imaging device  460 ) and may move graphical selection element  930  based on the detected eye movements. For example, VR device  100  may initially present menu  550  based on detecting a gesture and/or rotation, and VR device  100  may enable a selection from graphic option elements  920  based on the detected eye movements. In one implementation, VR device  100  may move graphical selection element  930  based on the eye movements when the eye movements are within a threshold range of motion. If user  101  looks outside the displayed menu  550  or looks beyond the threshold range, VR device  100  may cease presenting at least a portion of menu  550 . 
     Various preferred embodiments have been described herein with reference to the accompanying drawings. It will, however, be evident that various modifications and changes may be made thereto, and additional embodiments may be implemented, without departing from the broader scope of the invention as set forth in the claims that follow. The specification and drawings are accordingly to be regarded in an illustrative rather than restrictive sense. For example, while a series of blocks has been described with respect to  FIG. 7 , the order of the blocks in process  700  may be modified in other implementations. Furthermore, non-dependent blocks may be performed in parallel. Furthermore, process  700  may include additional and/or fewer blocks than shown in  FIG. 7 . Furthermore, although particular sensors, locations of sensors, types of motions, changes to a displayed VR environment, etc., are described herein, VR device  100  may operate with any mobile device or image generator that generates stereoscopic or VR displays to allow user  101  to interact with a VR environment by merely making gestures via VR device  100 . 
     It will be apparent that different aspects of the description provided above may be implemented in many different forms of software, firmware, and hardware in the implementations illustrated in the figures. The actual software code or specialized control hardware used to implement these aspects is not limiting of the implementations. Thus, the operation and behavior of these aspects were described without reference to the specific software code—it being understood that software and control hardware can be designed to implement these aspects based on the description herein.