Virtual Reality Applications: Guidelines to Design Natural User Interface

Author(s):  
Daniele Regazzoni ◽  
Caterina Rizzi ◽  
Andrea Vitali

The Natural User Interface (NUI), which permits a simple and consistent user’s interaction, represents a meaningful challenge for developing virtual/augmented reality applications. This paper presents a set of guidelines to design optimal NUI as well as a software framework, named FrameworkVR, which encapsulates the rules of presented guidelines. FrameworkVR allows developing NUI for VR/AR reality applications based on Oculus Rift, Leap Motions device and on the VTK open source library. An example of VR application for prosthesis design developed using FrameworkVR, is also described. Tests have been carried to validate the approach and the designed NUI and results reached so far are presented and discussed.

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2008 ◽  
pp. 897-921 ◽  
Author(s):  
Claudio Kirner ◽  
Tereza G. Kirner

This chapter introduces virtual reality and augmented reality as a basis for simulation visualization. It shows how these technologies can support simulation visualization and gives important considerations about the use of simulation in virtual and augmented reality environments. Hardware and software features, as well as user interface and examples related to simulation, using and supporting virtual reality and augmented reality, are discussed, stressing their benefits and disadvantages. The chapter intends to discuss virtual and augmented reality in the context of simulation, emphasizing the visualization of data and behavior of systems. The importance of simulation to give dynamic and realistic behaviors to virtual and augmented reality is also pointed out. The work indicates that understanding the integrated use of virtual reality and simulation should create better conditions to the development of innovative simulation environments as well as to the improvement of virtual and augmented reality environments.


2017 ◽  
Vol 2017 (3) ◽  
pp. 60-63 ◽  
Author(s):  
Xin Tong ◽  
Serkan Pekcetin ◽  
Diane Gromala ◽  
Frederico Machuca

2008 ◽  
pp. 391-419
Author(s):  
Claudio Kirner ◽  
Tereza G. Kirner

This chapter introduces virtual reality and augmented reality as a basis for simulation visualization. It shows how these technologies can support simulation visualization and gives important considerations about the use of simulation in virtual and augmented reality environments. Hardware and software features, as well as user interface and examples related to simulation, using and supporting virtual reality and augmented reality, are discussed, stressing their benefits and disadvantages. The chapter intends to discuss virtual and augmented reality in the context of simulation, emphasizing the visualization of data and behavior of systems. The importance of simulation to give dynamic and realistic behaviors to virtual and augmented reality is also pointed out. The work indicates that understanding the integrated use of virtual reality and simulation should create better conditions to the development of innovative simulation environments as well as to the improvement of virtual and augmented reality environments.


2019 ◽  
Vol 9 (2) ◽  
Author(s):  
Muhammad Nur Affendy Nor'a ◽  
Ajune Wanis Ismail

Application that adopts collaborative system allows multiple users to interact with other users in the same virtual space either in Virtual Reality (VR) or Augmented Reality (AR). This paper aims to integrate the VR and AR space in a Collaborative User Interface that enables the user to cooperate with other users in a different type of interfaces in a single shared space manner. The gesture interaction technique is proposed as the interaction tool in both of the virtual spaces as it can provide a more natural gesture interaction when interacting with the virtual object. The integration of VR and AR space provide a cross-discipline shared data interchange through the network protocol of client-server architecture.


2018 ◽  
Author(s):  
◽  
Héctor Alberto Chumpitaz Watanave ◽  
◽  
Maria Fernanda Segovia Chacón

El presente proyecto sobre un soporte tecnológico al tratamiento de pacientes que sufren fobia social y agorafobia utilizando escenarios de Virtual Reality busca desarrollar una solución efectiva para reducir el tiempo del tratamiento psicológico y que dicha solución sea accesible en términos económicos a los centros psicológicos. El tratamiento de exposición en realidad virtual es una alternativa al tratamiento de exposición en vivo y exposición en imaginación que se le da a los pacientes que sufren fobia social y agorafobia en el Perú. En el proyecto solo se utilizan dispositivos de realidad virtual económicos, que no incurran en altos costos como un HTC VIVE u Oculus Rift. Además, se busca utilizar tecnologías Open Source y un motor de juego que no involucre pagar regalías. Finalmente, para evaluar los beneficios del software desarrollado se harán pruebas con pacientes que tengas estos padecimientos y se realizará una comparativa entre los que tomaron la terapia con el software frente a los que tomaron el tratamiento de exposición en imaginación.


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