Interaction techniques in desktop virtual environment: the study of visual feedback and precise manipulation method

2017 ◽  
Vol 77 (13) ◽  
pp. 16367-16398 ◽  
Author(s):  
Meng Chun Lam ◽  
Haslina Arshad ◽  
Anton Satria Prabuwono ◽  
Siok Yee Tan ◽  
S. M. M. Kahaki
2018 ◽  
Vol 22 (4) ◽  
pp. 339-351 ◽  
Author(s):  
Marounene Kefi ◽  
Thuong N. Hoang ◽  
Paul Richard ◽  
Eulalie Verhulst

2004 ◽  
Vol 7 (3-4) ◽  
Author(s):  
H.M. Sayers ◽  
S. Wilson ◽  
M.D.J. McNeill

2002 ◽  
Vol 77 (4-5) ◽  
pp. 651-655 ◽  
Author(s):  
Y MATSUOKA ◽  
S ALLIN ◽  
R KLATZKY

2014 ◽  
Author(s):  
Kyle Gagnon ◽  
Jeanine Stefanucci ◽  
Sarah Creem-Regehr ◽  
Elizabeth Cashdan

2012 ◽  
Vol 2 (2) ◽  
pp. 11-24 ◽  
Author(s):  
Lynna J. Ausburn

This study used a trait/treatment conceptual model with a single-treatment design to examine effects of gender, computer gaming experience, age, and visual skill on learners’ performance and perceptions in an online desktop virtual environment (DVE). Participants were 55 adult students in a sub-baccalaureate surgical technology program. The DVE presented two operating rooms (ORs) and their contents. The DVE was a “first-person” environment in which learners controlled their exploration and navigation and viewed the ORs from their own perspective as if seeing them in the physical world. Results indicated that gender, gaming experience, and age affected the learners’ spatial orientation, perceived confidence, and perceived task difficulty in the DVE, but visual skill did not. Correlations were also found among several of the learner variables. Recommendations are made for both practice and further research.


Author(s):  
Ahmad Rafi ◽  
Khairulanuar Samsudin

This case study reports an experimental research based on pretest-post test design that was carried out to investigate the extent of Spatial Visualization (SV) and Mental Rotation (MR) training improvement, differential impact attributed to gender and training method, and training transfer to engineering drawing task. The participants of the study were 101 eight graders comprising 42 girls and 59 boys (mean age = 15 years) and were randomly assigned into two experimental groups and one control group. The first experimental group employed interaction-based training in a desktop virtual environment trainer, the second group used animation-based training, and the control group trained using printed materials and all the three groups were trained for 8 weeks. Data were collected through spatial ability tests and a survey and were analyzed using SPSS version 14. Analysis of data reveals that there were substantial performance gains in SV and MR accuracy, but not in MR speed. Main effects of training in SV and MR accuracy were found where those trained by novel methods especially the interaction-enabled method outperforming the control group. Interaction effects were observed where differential improvement gain in SV and MR accuracy only involved male participants but not their female counterparts. Transfer of training to performance in solving engineering drawing task was observed by differential performances of groups, where those with higher spatial ability managed to perform the task better than those with lower spatial ability after spatial training. This transfer was qualified by the multiple linear regression procedure revealing that spatial visualization was a significant factor in predicting performance in basic engineering drawing task.


Author(s):  
Michael Glueck ◽  
Azam Khan

AbstractVirtual three-dimensional (3-D) environments have become pervasive tools in a number of professional and recreational tasks. However, interacting with these environments can be challenging for users, especially as these environments increase in complexity and scale. In this paper, we argue that the design of 3-D interaction techniques is an ill-defined problem. This claim is elucidated through the context of data-rich and geometrically complex multiscale virtual 3-D environments, where unexpected factors can encumber intellection and navigation. We develop an abstract model to guide our discussion, which illustrates the cyclic relationship of understanding and navigating; a relationship that supports the iterative refinement of a consistent mental representation of the virtual environment. Finally, we highlight strategies to support the design of interactions in multiscale virtual environments, and propose general categories of research focus.


Sign in / Sign up

Export Citation Format

Share Document