VR vs Non-VR
Now, there's a lot of things that change between VR and Non-VR when it comes to UI and HUDs. The biggest difference though, the fact that you are working within three, interactive dimensions rather than two. Even though games have UI in the world (see Spatial UI, below), the actual point of interaction is still on a 2D space (for example the mouse, using an X and Y coordinate). However, when it comes to VR, your 'cursor' is now in 3 Dimensional space, as it is within the world around you. This opens a lot of options for VR UI that I feel haven't been taken advantage of as much yet in the world of VR.
That's the biggest difference between the two - the fact that you have a '3D' cursor, being the controller itself. Keep in mind, my reference to VR is through systems like the Oculus Rift and HTC Vive with their supported controllers. Not a VR headset with a typical games controller like the Xbox One controller, unless stated otherwise.
So, with that out the way, what differences does this allow?
The biggest is evident in one of my favourite VR supported games, Elite Dangerous. While this game was not originally made for VR, it has a perfect setting to support it - space flight simulation. Within the game, Elite dangerous has multiple UI menus scattered around the cockpit of your ship that activate when you press a button or go into free-look and move your camera towards them. This works in the game itself, but is enhanced within VR. Instead of pressing a button, you can simply move your head and face the panel in question. This is the big advantage - you effectively have 'extra' screen space for your HUD and UI that is easily accessible. While it can be considered just flipping between different menus in non-VR, in VR the space is one consistent space that you can access easily. This is something I should keep in mind when designing my VR interface.
The other example more directly takes advantage with the Three Interactive Dimentions (I like to call it 3ID and 2ID respectively) that you have available, and that's in the game of Rec Room, a VR only title.
You see, instead of typically pressing a button on a UI element, you have to physically move the Vive controller to interact with it, rather than simply pressing buttons on the controller. This is what I would call '3ID'. This is something rather unique to VR games as in most Non-VR games, you are limited to the 2D space of a cursor (like the mouse, for example) to interact with elements. It can, however, be argued that there is a hybrid of the two, making use of a 3D cursor in a Non-VR game, but there aren't many games that I can think of that utilise this. It's also going a little off-topic, as I'm focusing on the VR side of things, not Non-VR.

Now, before I move on, I need to actually put in context of the word I picked - 'To weave'. Now, what do I mean by that? Typically, you may think of weaving things together, like knitting and what not, but my take on the word is 'intergration'. Specifically, the definition listed here on dictionary.com:
That's the biggest difference between the two - the fact that you have a '3D' cursor, being the controller itself. Keep in mind, my reference to VR is through systems like the Oculus Rift and HTC Vive with their supported controllers. Not a VR headset with a typical games controller like the Xbox One controller, unless stated otherwise.
So, with that out the way, what differences does this allow?
The biggest is evident in one of my favourite VR supported games, Elite Dangerous. While this game was not originally made for VR, it has a perfect setting to support it - space flight simulation. Within the game, Elite dangerous has multiple UI menus scattered around the cockpit of your ship that activate when you press a button or go into free-look and move your camera towards them. This works in the game itself, but is enhanced within VR. Instead of pressing a button, you can simply move your head and face the panel in question. This is the big advantage - you effectively have 'extra' screen space for your HUD and UI that is easily accessible. While it can be considered just flipping between different menus in non-VR, in VR the space is one consistent space that you can access easily. This is something I should keep in mind when designing my VR interface.
An example of the UI screenspace in Elite Dangerous, which is servicable in Non-VR, but much more immersive and accessible in VR.
The other example more directly takes advantage with the Three Interactive Dimentions (I like to call it 3ID and 2ID respectively) that you have available, and that's in the game of Rec Room, a VR only title.
You see, instead of typically pressing a button on a UI element, you have to physically move the Vive controller to interact with it, rather than simply pressing buttons on the controller. This is what I would call '3ID'. This is something rather unique to VR games as in most Non-VR games, you are limited to the 2D space of a cursor (like the mouse, for example) to interact with elements. It can, however, be argued that there is a hybrid of the two, making use of a 3D cursor in a Non-VR game, but there aren't many games that I can think of that utilise this. It's also going a little off-topic, as I'm focusing on the VR side of things, not Non-VR.

A screenshot of Rec Room - notice you have to use the finger (the VR controller) to select buttons rather than traditional methods.
Now, before I move on, I need to actually put in context of the word I picked - 'To weave'. Now, what do I mean by that? Typically, you may think of weaving things together, like knitting and what not, but my take on the word is 'intergration'. Specifically, the definition listed here on dictionary.com:
to form by combining various elements or details into a connected whole:
to weave a tale; to weave a plan.
What my goal was from the start, and what my goal still is, is to 'weave' an immersive and effective user interface into the world of a VR game. That's basically it, and I really should've explained that earlier. But, now you get the context of this work relative to the task. I feel that I'm justified enough to consider this within the terms of the brief. It's the act of adding an element into the world of a game that fits in as if it was there all along. Creating an immersive, accurate and visually impressive representation of data over and within the environment is what I would consider weaving.

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