scholarly journals Stereo 3D Mouse Cursor: A Method for Interaction with 3D Objects in a Stereoscopic Virtual 3D Space

2010 ◽  
Vol 2010 ◽  
pp. 1-11 ◽  
Author(s):  
Hossein Azari ◽  
Irene Cheng ◽  
Anup Basu

We introduce a different approach of applying stereoscopy principles to implement a virtual 3D pointing technique called stereo 3D mouse cursor (S3D-Cursor) based on two or more views of an ordinary mouse cursor. The basics of such an idea have already been applied as a by-product of some stereo-based visualization applications with usually less attention to its strengths or weaknesses as a generic alternative of its 2D counterpart in stereoscopic 3D space. Here, we examine if such an idea satisfies all or the main expected requirements of an abstract 3D cursor. Moreover, we analyze its accuracy and evaluate the applicability of this approach in terms of different efficiency factors. For this purpose, we have adapted a real-time point-based rendering software called QSplat to a multiview rendering version named QSplatMV. We have implemented the S3D-Cursor on top of this new application and developed a simple editing toolset for manipulating the virtual 3D objects. Our user evaluation results suggest the effectiveness of the approach in terms of detection accuracy and user satisfaction compared to using an ordinary mouse cursor on a conventional 2D screen.

2015 ◽  
Vol 77 (19) ◽  
Author(s):  
Teng Peng Soh ◽  
Timothy Tzen Vun Yap ◽  
Hu Ng

The emerging capabilities of smartphones are fuelling a rise in the use of mobile phones as input devices. The complexity of 3D object manipulation has become a challenge for traditional input. Sensors and interaction methods available in a modern smartphone may turn it into an interactive input device for manipulation of 3D objects. This study investigates the usability of a smartphone as an input device for 3D, and also explores its potential as an optimal input method for manipulating 3D space. As such, usability study requirements are formulated, and prototype 3D software with defined tasks developed, to aid in the usability studies. User satisfaction is investigated for each defined task, with the aim to explore optimal interaction methods for different approaches in manipulating 3D objects.


Author(s):  
Cecil Piya ◽  
Karthik Ramani

In the real world, we use our innate manual dexterity to create and manipulate 3D objects. Conventional virtual design tools largely neglect this skill by imposing non-intuitive 2D control mechanisms for interacting with 3D design models. Their usage is thus cumbersome, time consuming and requires training. We propose a novel design paradigm that combines users’ manual dexterity with the physical affordances of non-instrumented and ordinary objects to support virtual 3D design constructions. We demonstrate this paradigm through Proto-TAI, a quick prototyping application where 2D shapes are assembled into 3D representations of ideated design concepts. Here, users can create 2D shapes in a pen-based sketch medium and use expressive handheld movements of a planar proxy to configure the shapes in 3D space. The proxy provides a metaphorical means for possessing and controlling the shapes. Here, a depth sensor and computer vision algorithms track the proxy’s spatial movement. The 3D design prototype constructed in our system can be fabricated using a laser cutter and physically assembled on-the-fly. Our system has vast implications in many design and assembly contexts, and we demonstrate its usability and efficacy through user studies and evaluations.


2018 ◽  
Vol 36 (3) ◽  
pp. 568-587 ◽  
Author(s):  
Aravind Sesagiri Raamkumar ◽  
Schubert Foo ◽  
Natalie Pang

Purpose During the literature review phase, the task of finding similar research papers can be a difficult proposition for researchers due to the procedural complexity of the task. Current systems and approaches help in finding similar papers for a given paper, even though researchers tend to additionally search using a set of papers. This paper aims to focus on conceptualizing and developing recommendation techniques for key literature review and manuscript preparatory tasks that are interconnected. In this paper, the user evaluation results of the task where seed basket-based discovery of papers is performed are presented. Design/methodology/approach A user evaluation study was conducted on a corpus of papers extracted from the ACM Digital Library. Participants in the study included 121 researchers who had experience in authoring research papers. Participants, split into students and staff groups, had to select one of the provided 43 topics and run the tasks offered by the developed assistive system. A questionnaire was provided at the end of each task for evaluating the task performance. Findings The results show that the student group evaluated the task more favourably than the staff group, even though the difference was statistically significant for only 5 of the 16 measures. The measures topical relevance, interdisciplinarity, familiarity and usefulness were found to be significant predictors for user satisfaction in this task. A majority of the participants, who explicitly stated the need for assistance in finding similar papers, were satisfied with the recommended papers in the study. Originality/value The current research helps in bridging the gap between novices and experts in terms of literature review skills. The hybrid recommendation technique evaluated in this study highlights the effectiveness of combining the results of different approaches in finding similar papers.


2021 ◽  
Vol 2070 (1) ◽  
pp. 012204
Author(s):  
Aravind P Madhu ◽  
C Akhil Balu ◽  
Akshay Krishnan ◽  
Adithya Aravind ◽  
Jibin Noble ◽  
...  

Abstract Stereoscopic, or multi-view, display systems that can give significant visual clues for the human brain to understand three-dimensional (3D) objects, they are regarded as better alternatives to traditional two-dimensional (2D) displays. A device that can render 3D images for viewers without the use of specific headgear or glasses is known as an auto-stereoscopic display. Manipulation of light rays via Light engines is also used to create 3D images in 3D space. We introduce a new auto-stereoscopic swept-volume display (SVD) system based on light-emitting diode (LED) arrays in this research. A display device plus a graphics control sub-system makes up this system. The display device is a 2D revolving panel of LEDs that generates 3D images using “persistence of vision”.


2018 ◽  
Vol 154 ◽  
pp. 01066
Author(s):  
Arnes Faradilla ◽  
Muhammad Ridwan Andi Purnomo

Engineering education contains two aspects; theory and practice. Practice activity supports the students to implement the theory obtained in the class. Therefore, it will be better if the theory has material visualization in order to support and make easier the student and lecturer in teaching activity. Analisis Perancangan Kerja dan Ergonomi (APK & E) is one of the laboratories in Industrial Engineering, Universitas Islam Indonesia. APK & E laboratory which uses website as a tool to communicate to the students. Currently, the existing website still show standard display by conventional way. Based on the questionnaire, the student difficult to understand the material especially for Micromotion Study since this material requires the video to show the student in assembly activity. Augmented Reality (AR) combines the real and virtual objects that interactive in the real time and registered in 3D space. AR also combines the real and virtual in displaying information in the real time, in a way that enhances the individual abilities to operate the system in the real world. The system which combines between AR and Micromotion Study was come up. The required software to develop the online AR system is FLARToolKit 2.5.1. In this research, marker detection accuracy measurement of the used toolkit has been conducted and it showed 85% of accuracy level.


Fractals ◽  
2015 ◽  
Vol 23 (02) ◽  
pp. 1550004
Author(s):  
M. FERNÁNDEZ-GUASTI

A nondistributive scator algebra in 1 + 2 dimensions is used to map the quadratic iteration. The hyperbolic numbers square bound set reveals a rich structure when taken into the three-dimensional (3D) hyperbolic scator space. Self-similar small copies of the larger set are obtained along the real axis. These self-similar sets are located at the same positions and have equivalent relative sizes as the small M-set copies found between the Myrberg-Feigenbaum (MF) point and -2 in the complex Mandelbrot set. Furthermore, these small copies are self similar 3D copies of the larger 3D bound set. The real roots of the respective polynomials exhibit basins of attraction in a 3D space. Slices of the 3D confined scator set, labeled [Formula: see text](s;x,y), are shown at different planes to give an approximate idea of the 3D objects highly complicated boundary.


2020 ◽  
Vol 10 (21) ◽  
pp. 7868
Author(s):  
Ioannis Paliokas ◽  
Athanasios T. Patenidis ◽  
Eirini E. Mitsopoulou ◽  
Christina Tsita ◽  
George Pehlivanides ◽  
...  

Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.


2006 ◽  
Vol 27 (4) ◽  
pp. 218-228 ◽  
Author(s):  
Paul Rodway ◽  
Karen Gillies ◽  
Astrid Schepman

This study examined whether individual differences in the vividness of visual imagery influenced performance on a novel long-term change detection task. Participants were presented with a sequence of pictures, with each picture and its title displayed for 17  s, and then presented with changed or unchanged versions of those pictures and asked to detect whether the picture had been changed. Cuing the retrieval of the picture's image, by presenting the picture's title before the arrival of the changed picture, facilitated change detection accuracy. This suggests that the retrieval of the picture's representation immunizes it against overwriting by the arrival of the changed picture. The high and low vividness participants did not differ in overall levels of change detection accuracy. However, in replication of Gur and Hilgard (1975) , high vividness participants were significantly more accurate at detecting salient changes to pictures compared to low vividness participants. The results suggest that vivid images are not characterised by a high level of detail and that vivid imagery enhances memory for the salient aspects of a scene but not all of the details of a scene. Possible causes of this difference, and how they may lead to an understanding of individual differences in change detection, are considered.


Author(s):  
Gregor Volberg

Previous studies often revealed a right-hemisphere specialization for processing the global level of compound visual stimuli. Here we explore whether a similar specialization exists for the detection of intersected contours defined by a chain of local elements. Subjects were presented with arrays of randomly oriented Gabor patches that could contain a global path of collinearly arranged elements in the left or in the right visual hemifield. As expected, the detection accuracy was higher for contours presented to the left visual field/right hemisphere. This difference was absent in two control conditions where the smoothness of the contour was decreased. The results demonstrate that the contour detection, often considered to be driven by lateral coactivation in primary visual cortex, relies on higher-level visual representations that differ between the hemispheres. Furthermore, because contour and non-contour stimuli had the same spatial frequency spectra, the results challenge the view that the right-hemisphere advantage in global processing depends on a specialization for processing low spatial frequencies.


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