A study on the effective interaction method to improve the presence in social virtual reality game

Author(s):  
Seok Hee Oh ◽  
Taeg Keun Whangbo
Author(s):  
Chi-Cheng Chu ◽  
Rajit Gadh

In this paper, a series of interface tests on interaction approach for the generation of geometric shape designs via multi-sensory user interface of a Virtual Reality (VR) based System is presented. The goal of these interface tests is to identify an effective user interface for VR based Computer-Aided Design (CAD) system. The intuitiveness of the VR based interaction approach arises from the use of natural hand movements/gestures, and voice commands that emulate the way in which human beings discuss geometric shapes in reality. The focus of this paper is on determining a set of effective interaction approaches by using the combinations of auditory, tactile, and visual sensory modalities to accomplish typical CAD tasks. In order to evaluate the proposed interaction approach, a prototypical VR-CAD system is implemented. A series of interface tests were performed on the prototypical systems to determine the relative efficiency of a set of potential interaction approach with respect to specific fundamental design tasks. The interface test and its results are presented in this paper.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Changjun Zhao

With the continuous development and progress of virtual reality technology in recent years, the application of virtual reality technology in all aspects of real life is no longer limited to the military field, medical, or film production fields, but it gradually appears in front of the public, into the lives of ordinary people. The human-computer interaction method in virtual reality and the presentation effect of the virtual scene are the two most important aspects of the virtual reality experience. How to provide a good human-computer interaction method for virtual reality applications and how to improve the final presentation effect of the virtual reality scene is also becoming an important research direction. This paper takes the virtual fitness club experience system as the application background, analyzes the function and performance requirements of the virtual reality experience system in the virtual reality environment, and proposes the use of Kinect as a video acquisition device to extract the user’s somatosensory operation actions through in-depth information to achieve somatosensory control. This article adopts a real human-computer interaction solution, uses Unity 3D game engine to build a virtual reality scene, defines shaders to improve the rendering effect of the scene, and uses Oculus Rift DK2 to complete an immersive 3D scene demonstration. This process greatly reduces resource consumption; it not only enables users to experience unprecedented immersion as users but also helps people create unprecedented scenes and experiences through virtual imagination. The virtual fitness club experience system probably reduces resource consumption by nearly 70%.


2013 ◽  
Vol 664 ◽  
pp. 1133-1138
Author(s):  
Mei Heng Zhang ◽  
Hai Peng Wang ◽  
Qin You Yang

Physics classroom teaching "human-human" interactive technology is research to realize participate in the teaching activity of teachers and students and students and students interaction between feedback system and how to use the feedback system realize effective interaction method, research and development based on the WiFi technology suitable for physical science classroom feedback system, this paper discusses the use of the feedback system realize effective interaction method.


2004 ◽  
Vol 737 ◽  
pp. 231-235 ◽  
Author(s):  
W. Leidemann ◽  
S. Bacca ◽  
N. Barnea ◽  
G. Orlandini

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