scholarly journals Mechanism of integrating force and vibrotactile cues for 3D user interaction within virtual environments

Author(s):  
Aida Erfanian ◽  
Stanley Tarng ◽  
Yaoping Hu ◽  
Jeremy Plouzeau ◽  
Frederic Merienne
2016 ◽  
Vol 9 (1) ◽  
pp. 5-20 ◽  
Author(s):  
B.B. Velichkovsky ◽  
A.N. Gusev ◽  
V.F. Vinogradova ◽  
O.A. Arbekova

User interaction with a virtual reality system may be accompanied with a sense of presence, the illusion of reality of virtual environment. The emergence of a sense of presence is determined by both technological and psychological factors. The authors show that a sense of presence may depend on the individual characteristics of cognitive control, i.e. the system of metacognition providing cognitive system setting on the solution of specific problems in context. It was found that the expression of a feeling of presence may depend on the efficiency of the control switch functions, interference suppression and updating of working memory. At the same time, the dependence of the severity of the sense of presence on the effectiveness of cognitive control differs in virtual environments with different levels of immersion.


Author(s):  
Huagen Wan ◽  
Shuming Gao ◽  
Qunsheng Peng ◽  
Guozhong Dai ◽  
Fengjun Zhang

Evaluation and planning of assembly processes in virtual environments have become an active research area in engineering community. However, planning of complex assemblies in virtual environments, especially large-scale virtual environments, is still hindered by limitations like unnatural user interaction, insufficient frame rates, and deficiencies in processing of assembly constraints. In this paper, we present MIVAS, a Multi-modal Immersive Virtual Assembly System. By viewing the virtual assembly system as a finite state machine, we incorporate tracked devices, force feedback dataglove, voice commands, human sounds, fully immersive 4-sided CAVE, together with optimization techniques for both complex assembly models and assembly operations to provide for engineers an intuitive and natural way of assembly evaluation and planning. Testing scenarios on disassembling different components of an intelligent hydraulic excavator are described. Special attention is paid upon such technical issues as interface between CAD packages and the CAVE virtual environment, natural and intuitive user interaction including realistic virtual hand interaction and force feedback, intelligent navigation for assembly operations, and real-time display of complex assemblies.


Author(s):  
Barry Davies ◽  
Eleonora Bilotta ◽  
Kevin Hapeshi ◽  
Emanuela Salvia ◽  
Rocco Servidio

Information and Communication Technology (ICT) has revolutionized science and commerce and has increased the innovation and the spread of a variety of virtual environments applications. These innovations are the result of the both technological development and cognitive studies. The chapter aims to underline the relationships between Human-Computer Interaction (HCI) and consumer behaviour, focusing the attention on the 3-D virtual environments dedicated to electronic and Internet e-commerce (e-retail) services. We introduce how the 3-D interfaces can contribute to the successful impact of online retail. The importance of the relationship between customer and system concerns the effective potentiality of the user interface. If a user interface is ineffective, the system’s functionalities and usefulness will be limited and the users will be confused, frustrated, and annoyed, and therefore less likely to use the system again. Finally, we aim to outline the cognitive and technological aspects involved in the communication process between user and virtual e-retail system interface and directions for possible future research.


2016 ◽  
Vol 9 (1) ◽  
Author(s):  
Vassilis Javed Khan ◽  
Tino Van de Kraan ◽  
Johan Van Leest ◽  
Jon Mason ◽  
Dzmitry Aliakseyeu

When designing a new user interaction (UI) technology or applying UI modalities to a product or system, the designer can select from many methods and tools to assist them with evaluating the UI’s function and appeal with end users. Testing early in a design process is highly desirable since any issues found can be resolved more easily and often at less expense. However, for lighting solutions, these methods and tools are less suitable due to the qualities of light as a medium. Light is often detached from the UI itself and the light output is generally experienced throughout an environment which is often encompassing the users. For example, testing a new UI to control a yet to be installed media façade is not a simple system to mock up in advance, due to scale and cost. There is a need therefore, within the lighting industry, to have tools or methods with which design teams can test lighting UI, in conjunction with the light output, early in the design process. A potential solution is to use virtual environments. These would provide designers with a space in which they can show virtual light output that can be controlled using any developmental UI; this would enable them to evaluate lighting UI much earlier and potentially in more detail than is currently possible. In this paper we report on a user study that compares three different environments (physical, virtual CAVE and screen) in a bid to determine whether the virtual environments could provide reliable evaluations of UI for lighting versus a real setup. Our findings show that virtual environments indeed have the potential to elicit similar evaluative feedback from end users as a real environment when considering the functional utilitarian elements.


2016 ◽  
Vol 5 (5-6) ◽  
Author(s):  
Yoshihiro Watanabe

AbstractThis paper reviews high-speed optical 3D sensing technologies for obtaining the 3D shape of a target using a camera. The focusing speed is from 100 to 1000 fps, exceeding normal camera frame rates, which are typically 30 fps. In particular, contactless, active, and real-time systems are introduced. Also, three example applications of this type of sensing technology are introduced, including surface reconstruction from time-sequential depth images, high-speed 3D user interaction, and high-speed digital archiving.


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