scholarly journals 3D Interaction Techniques for Bimanual Haptics in Virtual Environments

Author(s):  
Anthony Talvas ◽  
Maud Marchal ◽  
Gabriel Cirio ◽  
Anatole Lécuyer
Author(s):  
Florian Klompmaker ◽  
Alexander Dridger ◽  
Karsten Nebe

Since 2010 when the Microsoft Kinect with its integrated depth-sensing camera appeared on the market, completely new kinds of interaction techniques have been integrated into console games. They don’t require any instrumentalization and no complicated calibration or time-consuming setup anymore. But even having these benefits, some drawbacks exist. Most games only enable the user to fulfill very simple gestures like waving, jumping or stooping, which is not the natural behavior of a user. In addition the depth-sensing technology lacks of haptic feedback. Of course we cannot solve the lack of haptic feedback, but we want to improve the whole-body interaction. Our goal is to develop 3D interaction techniques that give a maximum of freedom to the user and enable her to perform precise and immersive interactions. This work focuses on whole-body interaction in immersive virtual environments. We present 3D interaction techniques that provide the user with a maximum of freedom and enables her to operate precisely and immersive in virtual environments. Furthermore we present a user study, in which we analyzed how Navigation and Manipulation techniques can be performed by users’ body-interaction using a depth-sensing camera and a huge projection screen. Therefore three alternative approaches have been developed and tested: classical gamepad interaction, an indirect pointer-based interaction and a more direct whole-body interaction technique. We compared their effectiveness and preciseness. It turned out that users act faster, while using the gamepad, but generate significantly more errors at the same time. Using depth-sensing based whole-body interaction techniques it became apparent, that the interaction is much more immersive, natural and intuitive, even if slower. We will show the advantages of our approach and how it can be used in various domains, more effectively and efficiently for their users.


2016 ◽  
Vol 78 (12-3) ◽  
Author(s):  
Arief Hydayat ◽  
Haslina Arshad ◽  
Nazlena Mohamad Ali ◽  
Lam Meng Chun

In a 3D user interface, interaction plays an important role in helping users to manipulate 3D objects in virtual environments. 3D devices, such as data glove and motion tracking, can potentially give users the opportunity to manipulate 3D objects in virtual reality environments such as checking, zooming, translating, rotating, merging and splitting 3D objects in a more natural and easy manner through the use of hand gestures. Hand gestures are often applied in 3D interaction techniques for converting the manipulation mode. This paper will discuss the interaction technique in a virtual environment using a combination of the Push and Pull navigation and the rotation technique. The unimanual use of these 3D interaction techniques can improve the effectiveness of users in their interaction with and manipulation of 3D objects. This study has enhanced the capability of the unimanual 3D interaction technique in terms of 3D interaction feedback in virtual environments.


2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Daniel Medeiros ◽  
Felipe Carvalho ◽  
Lucas Teixeira ◽  
Priscilla Braz ◽  
Alberto Raposo ◽  
...  

The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction devices with four or more degrees of freedom and a common keyboard and mouse for tasks that are naturally non-immersive, such as symbolic input (e.g., text or number input). This article proposes a new tablet-based device that can perform all these major tasks in an immersive environment. It also presents a study case of the use of the device and some user tests.


1993 ◽  
Vol 17 (6) ◽  
pp. 655-661 ◽  
Author(s):  
Mauro Figueiredo ◽  
Klaus Böhm ◽  
José Teixeira

2018 ◽  
Vol 26 (3) ◽  
pp. 297-321 ◽  
Author(s):  
Alexander Kulik ◽  
André Kunert ◽  
Stephan Beck ◽  
Carl-Feofan Matthes ◽  
Andre Schollmeyer ◽  
...  

In this article, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure, and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rockart. The system allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques.


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