A New Model of Collaborative 3D Interaction in Shared Virtual Environment

Author(s):  
Nassima Ouramdane-Djerrah ◽  
Samir Otmane ◽  
Malik Mallem
2010 ◽  
Vol 7 (1) ◽  
pp. 177-188 ◽  
Author(s):  
Jianfeng Liu ◽  
Zhigeng Pan ◽  
Li Xiangcheng

This paper proposes an accelerometer-based gesture recognition algorithm. As a pre-process procedure, raw data output by accelerometer should be quantized, and then use discrete Hidden Markov Model to train and recognize them. Based upon this recognition algorithm, we treat gesture as a method of human-computer interaction and use it in 3D interaction subsystem in VR system named VDOM by following steps: establish Gesture-Semantic Map, train standard gestures, finally do recognition. Experimental results show that the system can recognize input gestures quickly with a reliable recognition rate. The users are able to perform most of the typical interaction tasks in virtual environment by this accelerometer-based device.


2020 ◽  
Vol 52 (7) ◽  
pp. 1557-1564
Author(s):  
Mengkun Li ◽  
Zhihui Xu ◽  
Wei Li ◽  
Jun Yang ◽  
Ming Yang ◽  
...  

2009 ◽  
Vol 18 (5) ◽  
pp. 370-386 ◽  
Author(s):  
Jian Chen ◽  
Doug A Bowman

Few production virtual environment (VE) applications involve complex three-dimensional (3D) interaction. Our long-term collaboration with architects and engineers in designing 3D user interfaces (3D UIs) has revealed some of the causes: existing interaction tasks and/or techniques are either too generic when isolated from the application context, or too specific to be reusable. We propose a new design approach called domain-specific design (DSD) that sits between the generic and specific design approaches, with an emphasis on using domain knowledge in 3D interaction techniques. We also describe an interaction design framework encompassing generic, domain-specific, and application-specific interaction tasks and techniques. This framework can be used by designers to think of ways to produce domain-specific interaction techniques. We present a particular DSD method, and demonstrate its use for the design of cloning techniques in a structural engineering application. Results from empirical studies demonstrate that interaction techniques produced with domain knowledge in mind outperformed other techniques by improving task efficiency, work flow, and usefulness of the 3D UI.


Author(s):  
Vladimir Ortega-Gonza´lez ◽  
Samir Garbaya ◽  
Fre´de´ric Merienne

In this paper we describe a proposal based on the use of 3D sound metaphors for providing precise spatial cueing in virtual environment. A 3D sound metaphor is a combination of the audio spatialization and audio cueing techniques. The 3D sound metaphors are supposed to improve the user performance and perception. The interest of this kind of stimulation mechanism is that it could allow providing efficient 3D interaction for interactive tasks such as selection, manipulation and navigation among others. We describe the main related concepts, the most relevant related work, the current theoretical and technical problems, the description of our approach, our scientific objectives, our methodology and our research perspectives.


2011 ◽  
Vol 2011 ◽  
pp. 1-11 ◽  
Author(s):  
Hamid Hrimech ◽  
Leila Alem ◽  
Frederic Merienne

In this paper we presents the results of our experimental study which aims to understand the impact of three interaction 3D metaphors (ray casting, GoGo, and virtual hand) on the user experience in a semi-immersive collaborative virtual environment (the Braccetto System). For each session, participants are grouped in twos to reconstruct a puzzle by an assemblage of cubes. The puzzle to reconstruct corresponds to a gradient of colors. We found that there is a significant difference in the user experience by changing the interaction metaphor on the copresence, awareness, involvement, collaborative effort, satisfaction usability, and preference. These findings provide a basis for designing 3D navigation techniques in a CVE.


Author(s):  
Christopher J. Nash ◽  
David J. Cole

In previous work, a new model of driver steering control incorporating sensory dynamics was derived and used to explain the performance of drivers in a simulator with full-scale motion feedback. This paper describes further experiments investigating how drivers steer with conflicts between their visual and vestibular measurements, caused by scaling or filtering the physical motion of the simulator relative to the virtual environment. The predictions of several variations of the new driver model are compared with the measurements to understand how drivers perceive sensory conflicts. Drivers are found to adapt well in general, unless the conflict is large, in which case they ignore the physical motion and rely on visual measurements. Drivers make greater use of physical motion which they rate as being more helpful, achieving a better tracking performance. Sensory measurement noise is shown to be signal-dependent, allowing a single set of parameters to be found to fit the results of all the trials. The model fits measured linear steering behavior with an average “variance accounted for (VAF)” of 86%.


Author(s):  
H. Akabori ◽  
K. Nishiwaki ◽  
K. Yoneta

By improving the predecessor Model HS- 7 electron microscope for the purpose of easier operation, we have recently completed new Model HS-8 electron microscope featuring higher performance and ease of operation.


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