A VR Based 3D Graphics User Interface for CAD Modeling System

Author(s):  
J. M. Zheng ◽  
K. W. Chan ◽  
I. Gibson

Abstract With the advancement of computer techniques, a greater emphasis has been placed on intuitive human-computer interactions (HCIs). Virtual Reality systems can offer a novel way for users to interact with the objects in the computer generated environment (the so called Virtual Environment, VE). Through VR technology, we have the ability to replace the traditional input device, such as keyboard and mouse, with other modes such as speech and gesture. In our research project, we use a CyberGlove, developed by Virtual Technology Inc., as an input device to develop a desktop CAD modeling system for conceptual designers. We elaborate the limitations of the Dataglove and use gestures to support intuitive human-computer interface. To develop this gesture interface, we emphasize that conceptual designers are allowed full-freedom to use different kinds of gestures to conduct various geometric shape operations instead of depending solely on keyboard and 2D mouse. The designers can indicate objects or directions simply by pointing with the hand, and manipulate the position and orientation of an object by grasping and turning. The “virtual tools” can be used for shaping, cutting, and joining objects. We employ the 3D GUIs for enhancing the gesture interface. In the VE, the 3D menu and “virtual hand” float over the objects rather than being part of the scene. Various 3D cursors can be used to select menu or manipulate the object.

2010 ◽  
Vol 7 (2) ◽  
pp. 269-278 ◽  
Author(s):  
X. B. Yang ◽  
S. H. Choi ◽  
K. K. Yuen ◽  
L. K. Y. Chan

Author(s):  
Thomas Flaig ◽  
Magnus Thor Thrainsson

Abstract International competition is characterised by the reduce of the innovation time. Therefore the success of new products strongly depends on the necessary time for their development. Virtual Reality, a new 3D human-computer interface accelerates significantly the processes of creating and handling 3D data in 3D space for design and evaluation purposes. The paper outlines required system tools for the design and evaluation of new products based on Virtual Reality techniques. The goal of these tools is to enable interaction in an intuitive and easy way with a virtual product. Furthermore tools have been developed for the support of co-operative work in a virtual environment.


2010 ◽  
Vol 25 (1) ◽  
pp. 67-94 ◽  
Author(s):  
Doron Friedman ◽  
Robert Leeb ◽  
Gert Pfurtscheller ◽  
Mel Slater

2011 ◽  
Vol 403-408 ◽  
pp. 3973-3979
Author(s):  
Anusha Lalitha ◽  
Nitish V. Thakor

The purpose of this study is to develop an alternate in-air input device which is intended to make interaction with computers easier for amputees. This paper proposes the design and utility of accelerometer controlled Myoelectric Human Computer Interface (HCI). This device can function as a PC mouse. The two dimensional position control of the mouse cursor is done by an accelerometer-based method. The left click and right click and other extra functions of this device are controlled by the Electromyographic (EMG) signals. Artificial Neural Networks (ANNs) are used to decode the intended movements during run-time. ANN is a pattern recognition based classification. An amputee can control it using phantom wrist gestures or finger movements.


1999 ◽  
Vol 121 (4) ◽  
pp. 507-514 ◽  
Author(s):  
P. T. Evans ◽  
J. M. Vance ◽  
V. J. Dark

Virtual reality (VR) interfaces have the potential to enhance the engineering design process, but before industry embraces them, the benefits must be understood and documented. The current research compared two software applications, one which uses a traditional human-computer interface (HCI) and one which uses a virtual reality HCI, that were developed to aid engineers in designing complex three-dimensional spherical mechanisms. Participants used each system to design a spherical mechanism and then evaluated the different interfaces. Participants rated their ability to interact with the computer images, their feelings about each interface, and their preferences for which interface device to use for certain tasks. The results indicated that participants preferred a traditional interface for interaction tasks and a VR interface for visual tasks. These results provide information about how to improve implementation of VR technology, specifically for complex three-dimensional design applications.


Author(s):  
Paul T. Evans ◽  
Judy M. Vance ◽  
Veronica J. Dark

Abstract Virtual reality (VR) interfaces have the potential to enhance the engineering design process, but before industry embraces them, the benefits must be understood and documented. The current research compared two software applications, one which uses a traditional human-computer interface (HCI) and one which uses a virtual reality HCI, that were developed to aid engineers in designing complex three-dimensional spherical mechanisms. Participants used each system to design a spherical mechanism and then evaluated the different interfaces. Participants rated their ability to interact with the computer images, their feelings about each interface, and their preferences for which interface device to use for certain tasks. The results indicated that participants preferred a traditional interface for interaction tasks and a VR interface for visual tasks. These results provide information about how to improve implementation of VR technology, specifically for complex three-dimensional design applications.


2007 ◽  
Vol 16 (1) ◽  
pp. 100-110 ◽  
Author(s):  
Doron Friedman ◽  
Robert Leeb ◽  
Christoph Guger ◽  
Anthony Steed ◽  
Gert Pfurtscheller ◽  
...  

We have set up a brain-computer interface (BCI) to be used as an input device to a highly immersive virtual reality CAVE-like system. We have carried out two navigation experiments: three subjects were required to rotate in a virtual bar room by imagining left or right hand movement, and to walk along a single axis in a virtual street by imagining foot or hand movement. In this paper we focus on the subjective experience of navigating virtual reality “by thought,” and on the interrelations between BCI and presence.


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