Egocentric Object Manipulation in Virtual Environments: Empirical Evaluation of Interaction Techniques

1998 ◽  
Vol 17 (3) ◽  
pp. 41-52 ◽  
Author(s):  
I. Poupyrev ◽  
T. Ichikawa ◽  
S. Weghorst ◽  
M. Billinghurst
2002 ◽  
Vol 11 (6) ◽  
pp. 591-609 ◽  
Author(s):  
Roy A. Ruddle ◽  
Justin C. D. Savage ◽  
Dylan M. Jones

A set of rules is presented for the design of interfaces that allow virtual objects to be manipulated in 3D virtual environments (VEs). The rules differ from other interaction techniques because they focus on the problems of manipulating objects in cluttered spaces rather than open spaces. Two experiments are described that were used to evaluate the effect of different interaction rules on participants' performance when they performed a task known as “the piano mover's problem.” This task involved participants in moving a virtual human through parts of a virtual building while simultaneously manipulating a large virtual object that was held in the virtual human's hands, resembling the simulation of manual materials handling in a VE for ergonomic design. Throughout, participants viewed the VE on a large monitor, using an “over-the-shoulder” perspective. In the most cluttered VEs, the time that participants took to complete the task varied by up to 76% with different combinations of rules, thus indicating the need for flexible forms of interaction in such environments.


2021 ◽  
Author(s):  
Chia-Yang Lee ◽  
Wei-An Hsieh ◽  
David Brickler ◽  
Sabarish V. Babu ◽  
Jung-Hong Chuang

1993 ◽  
Vol 17 (6) ◽  
pp. 655-661 ◽  
Author(s):  
Mauro Figueiredo ◽  
Klaus Böhm ◽  
José Teixeira

2012 ◽  
Vol 21 (3) ◽  
pp. 321-337 ◽  
Author(s):  
Paul Richard ◽  
Mickael Naud ◽  
Francois-Xavier Inglese ◽  
Emmanuelle Richard

Virtual reality (VR) is a technology covering a large field of applications among which are sports and video games. In both gaming and sporting VR applications, interaction techniques involve specific gestures such as catching or striking. However, such dynamic gestures are not currently being recognized as elementary task primitives, and have therefore not been investigated as such. In this paper, we propose a framework for the analysis of interaction in dynamic virtual environments (DVEs). This framework is based on three dynamic interaction primitives (DIPs) that are common to many sporting activities: catching, throwing, and striking. For each of these primitives, an original modeling approach is proposed. Furthermore, we introduce and formalize the concept of dynamic virtual fixtures (DVFs). These fixtures aim to assist the user in tasks involving interaction with moving objects or with objects to be set in movement. Two experiments have been carried out to investigate the influence of different DVFs on human performance in the context of ball catching and archery. The results reveal a significant positive effect of the DVFs, and that DVFs could be either classified as “performance-assisted” or “learning-assisted.”


2000 ◽  
Vol 9 (5) ◽  
pp. 486-496 ◽  
Author(s):  
A. C. Boud ◽  
C. Baber ◽  
S. J. Steiner

This paper reports on an investigation into the proposed usability of virtual reality for a manufacturing application such as the assembly of a number of component parts into a final product. Before the assembly task itself is considered, the investigation explores the use of VR for the training of human assembly operators and compares the findings to conventionally adopted techniques for parts assembly. The investigation highlighted several limitations of using VR technology. Most significant was the lack of haptic feedback provided by current input devices for virtual environments. To address this, an instrumented object (IO) was employed that enabled the user to pick up and manipulate the IO as the representation of a component from a product to be assembled. The reported findings indicate that object manipulation times are superior when IOs are employed as the interaction device, and that IO devices could therefore be adopted in VEs to provide haptic feedback for diverse applications and, in particular, for assembly task planning.


Author(s):  
Doug A. Bowman ◽  
Christopher J. Rhoton ◽  
Marcio S. Pinho

Symbolic input, including text and numeric input, can be an important user task in applications of virtual environments (VEs). However, very little research has been performed to support this task in immersive VEs. This paper presents the results of an empirical evaluation of four text input techniques for immersive VEs. The techniques include the Pinch Keyboard (a typing emulation technique using pinch gloves), a one-hand chord keyboard, a soft keyboard using a pen & tablet, and speech. The experiment measured both task performance and usability characteristics of the four techniques. Results indicate that the speech technique is the fastest, while the pen & tablet keyboard produces the fewest errors. However, no single technique exhibited high levels of performance, usability and user satisfaction.


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