scholarly journals Testbed Evaluation of Virtual Environment Interaction Techniques

2001 ◽  
Vol 10 (1) ◽  
pp. 75-95 ◽  
Author(s):  
Doug A. Bowman ◽  
Donald B. Johnson ◽  
Larry F. Hodges

As immersive virtual environment (VE) applications become more complex, it is clear that we need a firm understanding of the principles of VE interaction. In particular, designers need guidance in choosing three-dimensional interaction techniques. In this paper, we present a systematic approach, testbed evaluation, for the assessment of interaction techniques for VEs. Testbed evaluation uses formal frameworks and formal experiments with multiple independent and dependent variables to obtain a wide range of performance data for VE interaction techniques. We present two testbed experiments, covering techniques for the common VE tasks of travel and object selection/manipulation. The results of these experiments allow us to form general guidelines for VE interaction and to provide an empirical basis for choosing interaction techniques in VE applications. Evaluation of a real-world VE system based on the testbed results indicates that this approach can produce substantial improvements in usability.

1998 ◽  
Vol 7 (5) ◽  
pp. 478-493 ◽  
Author(s):  
Doug A. Bowman ◽  
Larry F. Hodges ◽  
Jay Bolter

We present a virtual environment application that allows users to access embedded information within an immersive virtual space. Due to the richness and complexity of this environment, efficient and easy-to-use interaction techniques are a crucial requirement. The “Virtual Venue” seamlessly combines both twoand three-dimensional interaction techniques into a single system and utilizes previously reported as well as novel techniques that fit the task of information access. We present tools for user control of the system, travel through the environment, and information retrieval, as well as authoring tools for the creation of information-rich virtual environments. A usability study and its results are also presented and discussed. The study indicates that the use of abstract information that is tightly coupled to the virtual environment can be quite successful in enhancing the relevance of both the environment and the information. Results also show that the set of well-constrained interaction techniques presented here are usable and efficient for information retrieval.


1996 ◽  
Vol 118 (3) ◽  
pp. 357-363 ◽  
Author(s):  
M. Perl ◽  
C. Levy ◽  
J. Pierola

Under certain conditions, numerous internal surface cracks develop in pressurized thick-walled cylinders, both in the radial and longitudinal directions. For fatigue life assessment of such vessels, the 3-D interaction effects among these cracks on the prevailing stress intensity factors (SIFs) need evaluation. In Part I of this paper, radial crack arrays are considered exclusively. The mode I SIF distribution for a wide range of semi-circular and semi-elliptical cracks are evaluated. The 3-D analysis is performed via the finite element method with the submodeling technique, employing singular elements along the crack front. SIFs are evaluated for arrays of up to n = 180 cracks; for a wide range of crack depth to wall thickness ratios, a/t, from 0.05 to 0.6; and, for various ellipticities of the crack, i.e., the ratio of crack depth to semicrack length, a/c, from 0.2 to 2. Using a least-squares fit, two simple expressions for the most critical (n = 2) SIFs are obtained for sparse and dense crack arrays. The formulas, which are functions of a/t and a/c, are of very good engineering accuracy. The results clearly indicate that the SIFs are considerably affected by the interaction among the cracks in the array as well as the three-dimensionality of the problem. In Part II of this paper, the interaction effects between longitudinal coplanar cracks will be analyzed.


Symmetry ◽  
2020 ◽  
Vol 12 (10) ◽  
pp. 1723
Author(s):  
Xiaozhou Zhou ◽  
Hao Qin ◽  
Weiye Xiao ◽  
Lesong Jia ◽  
Chengqi Xue

Object selection is the basis of natural user–computer interaction (NUI) in a virtual environment (VE). Among the three-dimensional object selection techniques employed in virtual reality (VR), bare hand-based finger clicking interaction and ray-casting are two convenient approaches with a high level of acceptance. This study involved 14 participants, constructed a virtual laboratory environment in VR, and compared the above two finger-based interaction techniques in terms of aspects of the task performance, including the success rate, total reaction time, operational deviation, and accuracy, at different spatial positions. The results indicated that the applicable distance range of finger clicking interaction and finger ray-casting was 0.2 to 1.4 m and over 0.4 m, respectively. Within the shared applicable distance, the finger clicking interaction achieved a shorter total reaction time and higher clicking accuracy. The performance of finger clicking interaction varied remarkably at the center and edge of the horizontal field of view, while no significant difference was found among ray-casting at various horizontal azimuths. The current findings could be directly applied to the application of bare-hand interaction in VR environments.


Author(s):  
Michael Glueck ◽  
Azam Khan

AbstractVirtual three-dimensional (3-D) environments have become pervasive tools in a number of professional and recreational tasks. However, interacting with these environments can be challenging for users, especially as these environments increase in complexity and scale. In this paper, we argue that the design of 3-D interaction techniques is an ill-defined problem. This claim is elucidated through the context of data-rich and geometrically complex multiscale virtual 3-D environments, where unexpected factors can encumber intellection and navigation. We develop an abstract model to guide our discussion, which illustrates the cyclic relationship of understanding and navigating; a relationship that supports the iterative refinement of a consistent mental representation of the virtual environment. Finally, we highlight strategies to support the design of interactions in multiscale virtual environments, and propose general categories of research focus.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


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