An Analysis and a Model of 3D Interaction Methods and Devices for Virtual Reality

Author(s):  
Charles Albert Wüthrich
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.


2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Fátima L.S. Nunes ◽  
Carla Dal Sasso Freitas

This special issue of the SBC Journal on 3D Interactive Systems is dedicated to the dissemination of the activities of several groups working on virtual reality, 3D graphics, 3D interaction, multimodal interaction and related themes in Brazil and other countries. Through this initiative the SBC Journal on 3D Interactive Systems is innovating: it is the first time that a Brazilian journal publishes, in a single issue, information regarding different laboratories for prospective students and potential collaborators.The papers selected for this issue introduce Virtual Reality, Graphics and Human Computer Interaction laboratories, their mission and goals, as well as interesting results from their recent projects. This will benefit the scientific community as a whole. It is a special opportunity for the different research groups to introduce themselves, describe their interests and areas of activity, as well as their research directions, thus enabling contacts and potential cooperation.We received 30 manuscripts and, after a peer review phase, we selected 26 technical communications. Most of the VR and CG research laboratories in Brazil are represented; some are more dedicated to virtual reality and graphics applications, others also work with image processing for improving interaction. We also received interesting contributions from laboratories in other countries like Czech Republic, Denmark, Germany, New Zealand, Spain, Switzerland and United Kingdom, as well as from a trans-national group involving Belgium, France, Italy, Germany, Georgia, Hungary, Netherlands, Poland, Spain and United Kingdom.In a general way, readers will find information about research on interaction devices, gesture recognition-based interaction, collaborative interaction, and innovative ways of interaction with tablets and walls. Also several 3D interactive visualization and rendering techniques are well explored by VR and CG researchers. Applications related to health care, chemistry, arts, among others, are some of the topics that the labs are pursuing in their projects. All the groups are interested in receiving students and establishing collaboration for new projects. Thus, we hope the content of the papers here presented can help researchers in finding partners and, in this way, improving their contribution to the fields of VR, CG and HCI.We would like to express our thanks to the editor-in-chief, Luciana Nedel, for inviting us to be guest editors, but mainly for shaping the idea of this special issue. We also thank the reviewers for their help with insightful revisions, and the authors for their interesting contributions as well as for the willingness in the whole process of preparing this issue.


CYCLOTRON ◽  
2020 ◽  
Vol 3 (2) ◽  
Author(s):  
Lukman Hakim ◽  
Surya Sumpeno ◽  
Supeno Mardi Susiki Nugroho

Abstrak - Penelitian ini membahas tentang interaksi 3D sensor Leap Motion untuk simulasi menggenggam Benda virtual Plastis. Sebuah interaksi 3D sensor Leap Motion yang digunakan sebagai simulasi untuk menggenggam benda virtual Plastis dengan menggunakan media objek telur virtual secara presisi dan akurasi yang tepat. Pada dasarnya menggenggam merupakan suatu kegiatan yang menerapkan kinerja motorik halus pada tangan untuk melakukan gerakan. Penggunaan sensor Leap Motion sebagai interaksi 3D dipakai untuk menggenggam objek maya dalam hal ini bentuk 3D telur virtual sebagai media praktiknya. Telur sendiri merupakan benda yang gampang distimulasi dan memiliki sifat texture yang halus untuk merespon segala bentuk gerakan pada genggaman tangan. Dalam penelitian Interaksi 3D Sensor Leap Motion untuk simulasi untuk menggenggam benda Virtual Plastis dengan menggunakan media objek telur virtual, ini di peruntukkan untuk mengetahui akurasi dan presisi dari pola gerakan tangan secara imersif. Pengembangan dari metode ini bertujuan untuk simulasi menggenggam benda atau objek maya dengan adanya interaksi pola gerakan tangan.Kata kunci: leapmotion, 3d, virtual reality, benda, telurAbstract - This study discusses about the 3D interaction of the Leap Motion sensor for the simulation of holding virtual plastic objects. A 3D interaction of the Leap Motion sensor that is used as a simulation to hold Plastis virtual objects by using virtual egg object media with precise and right accuracy. Basically, holding is an activity that applies fine motor performance on the hands to make movements. The use of the Leap Motion sensor as a 3D interaction is used to hold virtual objects in this case a 3D form of virtual eggs as practice media. Eggs are objects that are easily stimulated and have subtle texture to respond to all forms of movement in the hands. In the 3D interaction Leap Motion Sensors for virtual plastic objects holding simulation by using virtual egg object media, it is intended to find out the accuracy and precision of immersive hand movement patterns. The development of this method aims to simulate holding virtual objects or objects with the interaction of hand movement patterns.Keywords: leap motion, 3d, virtual reality, object, egg


2007 ◽  
Vol 13 (2) ◽  
pp. 197-219 ◽  
Author(s):  
Arjan J. F. Kok ◽  
Robert van Liere

2012 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Luciana Nedel

It is my pleasure to introduce you the first issue of the SBC Journal on 3D Interactive Systems (JIS) in 2012. This issue contains three original papers, which surprisingly cover the same research topic, the development of virtual reality systems. The conception of fully interactive virtual reality systems is still a challenge. To choose the best interaction techniques and devices to each application task, to combine different technologies in a single system, to quickly prototype these systems, and to fulfill the expectations of the final user are just some few examples of problems that need to be faced by developers. The use of virtual reality and 3D interaction is yet new and there is not sufficient standards to follow in order to succeed. The first paper of this issue, “Visual Programming for Virtual Reality Applications Based on InTml”, was written by Pablo Figueroa, Santiago Gil, Raul Oses, Juan Toro, Catalina Rodriguez, Christian Benavides and Esteban Correa, from Colombia. The paper presents VPE, a visual programming environment developed to help in the development of portable virtual reality applications. More than this, the authors report advantages and drawbacks of their approach and share with us the lessons learned with this work. The paper “Assessment Systems for Training Based on Virtual Reality: A Comparison Study” authored by Ronei M. Moraes and Liliane S. Machado, from Brazil, discusses some of the challenges to construct a medical simulator based on virtual reality. An important question concerning the use of virtual reality based training is how to know when the user will be ready to practice in real situations. In this paper, the authors compared four methodologies for online assessment. The goal is to identify methods that could be used to reconfigure the simulation according to users’ performance in real time. I invite you to read the paper and make your own choices. The third and last paper, “Experiences with Virtual Learning Using 3D Interactive Systems for Education and Training”, was written by Damian Schofield, from USA, and is also related to virtual reality simulators. The author presents a virtual learning environment (ViRILE) developed by his group and uses it to highlight the complex operational problems that have been encountered during the process. In this paper, the lessons learned with the experience are extrapolated into general guidelines that are here shared with the readers. We hope this issue will fulfill your expectations. Enjoy it!


2020 ◽  
Vol 26 (11) ◽  
pp. 3271-3284 ◽  
Author(s):  
Andre Kunert ◽  
Tim Weissker ◽  
Bernd Froehlich ◽  
Alexander Kulik

2010 ◽  
Vol 9 (1) ◽  
pp. 73-80 ◽  
Author(s):  
Christophe Domingues ◽  
Samir Otmane ◽  
Malik Mallem

Designing usable and effective 3D User Interfaces and 3D Interaction Techniques is very challenging for Virtual Reality system developers and human factors specialists. Indeed, time consuming empirical evaluation is necessary to have an idea about the goodness of the 3D User Interface (3DUI) and the 3D Interaction Technique (3DIT) at the end of their development lifecycle. This may induce a huge loss of time if the result appears not to be satisfying in the end. Moreover, 3DUI evaluation is much more complex than 2D User Interfaces evaluation which is due to heterogeneous Virtual Reality (VR) devices and 3DIT. The aim of this work is to provide a framework allowing developers and experimenters to quickly evaluate 3DUIs and 3DITs during the design and the development lifecycle. The proposed framework is divided into two tools. The first one enables to create an evaluation protocol based on a knowledge database using two data mining algorithms, the "C4.5" to avoid from impossible combinations between devices and indicators and the "Spv Assoc Tree" to build a decision tree between indicators and factors. The second tool of the framework is an Evaluation Virtual Environment (EVE) to perform the evaluation according the protocol created with the first tool.


Author(s):  
Wen Qi ◽  
Russell M. Taylor ◽  
Christopher Healey ◽  
Jean-Bernard Martens

Three-dimensional (3D) interaction with scientific data is still an immature topic. It involves studying visualization methods to faithfully represent data, on the one hand, and designing interfaces that truly assist users in the data analysis process, on the other hand. In this chapter, we study how the human computer interface influences performance in specific scientific visualization tasks. Although a wide range of virtual reality (VR) systems are in use today, there are few guidelines to help system and application developers in selecting the components most appropriate for the domain problem they are investigating. Using the results of an empirical study, we develop guidelines for the choice of display environment for four specific, but common, volume visualization tasks: identification and judgment of the size, shape, density, and connectivity of objects present in a volume. These tasks are derived from data analysis questions being asked by domain specialists studying Cystic Fibrosis (CF). We compared user performance in three different stereo VR systems: (1) a head-mounted display (HMD); (2) a fish tank VR (fish tank); and (3) a fish tank VR augmented with a haptic device (haptic). HMD participants were placed inside the volume and walked within it to explore its structure. Fish tank and haptic participants saw the entire volume on-screen and rotated it to observe it from different perspectives. Response time and accuracy were used to measure performance. The results show that the fish tank and haptic groups were significantly more accurate at judging the shape, density, and connectivity of objects and completed the tasks significantly faster than the HMD group. Although the fish tank group was itself significantly faster than the haptic group, there were no statistical differences in accuracy between the two. Participants classified the HMD system as an inside-out display (looking outwards from inside the volume), and the fish tank and haptic systems as outside-in displays (looking inwards from outside the volume). Including haptics added an inside-out capability to the fish tank system through the use of touch. We recommend an outside-in system, since it offers both overview and context, two visual properties that are important for the volume visualization tasks we studied. In addition, based on the haptic group’s opinion (80% positive) that haptic feedback aided comprehension, we recommend supplementing the outside-in visual display with inside-out haptics when possible. Based on the results from this user study, we further investigated the 3D interaction tasks from the design perspective of tangible interfaces. Since participants using the fish tank VR system performed better than the other groups in terms of time and accuracy, we asked the question whether or not the user performance could be further improved by adding tangible elements to the interface. In particular, we designed tangible interfaces for performing clipping-plane operations. Because of the dense nature of the data, we believe that adding a tangible clipping plane and an intersection image can help the user to better understand the complex data set. The computing platform and tangible interfaces are described to clarify the different design options. An experimental study is planned to quantitatively measure the added value of different aspects of the tangible interface.


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