scholarly journals Study on Hand–Eye Cordination Area with Bare-Hand Click Interaction in Virtual Reality

2021 ◽  
Vol 11 (13) ◽  
pp. 6146
Author(s):  
Xiaozhou Zhou ◽  
Yu Jin ◽  
Lesong Jia ◽  
Chengqi Xue

In virtual reality, users’ input and output interactions are carried out in a three-dimensional space, and bare-hand click interaction is one of the most common interaction methods. Apart from the limitations of the device, the movements of bare-hand click interaction in virtual reality involve head, eye, and hand movements. Consequently, clicking performance varies among locations in the binocular field of view. In this study, we explored the optimal interaction area of hand–eye coordination within the binocular field of view in a 3D virtual environment (VE), and implemented a bare-hand click experiment in a VE combining click performance data, namely, click accuracy and click duration, following a gradient descent method. The experimental results show that click performance is significantly influenced by the area where the target is located. The performance data and subjective preferences for clicks show a high degree of consistency. Combining reaction time and click accuracy, the optimal operating area for bare-hand clicking in virtual reality is from 20° to the left to 30° to the right horizontally and from 15° in the upward direction to 20° in the downward direction vertically. The results of this study have implications for guidelines and applications for bare-hand click interaction interface designs in the proximal space of virtual reality.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.



2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.



2020 ◽  
Vol 40 (5) ◽  
pp. 639-647
Author(s):  
David Delil Kara ◽  
Matthias Ring ◽  
Friedrich Frank Hennig ◽  
Georg Michelson

Abstract Purpose The study aimed to evaluate stereopsis as a surrogate marker for post-concussion oculomotor function to develop an objective test that can reliably and quickly detect mild traumatic brain injuries (TBI). Methods The cohort of this prospective clinical study included 30 healthy subjects (mean age 25 ± 2 years) and 30 TBI patients (43 ± 22 years) comprising 11 patients with moderate TBI and 19 patients with mild TBI. The healthy subjects were examined once, whereas the TBI patients were examined immediately after hospitalization, at 1 week, and at 2 months. A virtual reality (VR) program displayed three-dimensional rendering of four rotating soccer balls over VR glasses in different gaze directions. The subjects were instructed to select the ball that appeared to be raised from the screen as quickly as possible via remote control. The response times and fusion abilities in different gaze directions were recorded. Results The correlation between stereopsis and TBI severity was significant. The response times of the moderate and mild TBI groups were significantly longer than those of the healthy reference group. The response times of the moderate TBI group were significantly longer than those of the mild TBI group. The response times at follow-up examinations were significantly shorter than those immediately after hospitalization. Fusion ability was primarily defective in the gaze direction to the right (90°) and left (270° and 315°). Conclusions TBI patients showed impaired stereopsis. Measuring stereopsis in different positions of the visual field using VR can be effective for rapid concussion assessment.



2021 ◽  
Author(s):  
Takashi Kojima ◽  
Takashi Washio ◽  
Satoshi Hara ◽  
Masakata Koishi

Abstract A shortcut to understand the microstructure-property relationship is sampling and analysis of microstructures that induce the desired material property. In the case of filled rubber, the simulation of complex filler morphology involves hundreds of filler particles. This requires a large amount of iterative sampling, because the number of parameters is when using coordinates of the n particles as the search objective. Furthermore, the morphology that induces the desired property, e.g. extremely high modulus, only occurs rarely. In this paper, we propose an effective three-step search method for the filler morphology. In the first step, the replica exchange Markov chain Monte Carlo (MCMC) was employed to discretely search among a wide range of morphologies. In this step, we reduced the filler morphology space in sampling by introducing distributed filler candidate points and spin function. In the second step, the gradient descent method was applied to search for the desired morphology locally in the high-dimensional space , starting from the morphologies obtained by the replica exchange MCMC. Lastly, the coarse-grained molecular dynamics (CGMD) simulations were performed to validate the morphologies actually show the desired properties, because the surrogate model of CGMD was employed in the first 2 steps for the efficient search. Using the proposed method, we demonstrate the search for morphologies that induce high elastic modulus.



Geophysics ◽  
2010 ◽  
Vol 75 (4) ◽  
pp. S131-S137 ◽  
Author(s):  
Yanfei Wang ◽  
Changchun Yang

New solution methods were considered for migration deconvolution in seismic imaging problems. It is well known that direct migration methods, using the adjoint operator [Formula: see text], yield a lower-resolution or blurred image, and that the linearized inversion of seismic data for the reflectivity model usually requires solving a (regularized) least-squares migration problem. We observed that the (regularized) least-squares method is computationally expensive, which becomes a severe obstacle for practical applications. Iterative gradient-descent methods were studied and an efficient method for migration deconvolution was developed. The problem was formulated by incorporating regularizing constraints, and then a nonmonotone gradient-descent method was applied to accelerate the convergence. To test the potential of the application of the developed method, synthetic two-dimensional and three-dimensional seismic-migration-deconvolution simulations were performed. Numerical performance indicates that this method is promising for practical seismic migration imaging.



Author(s):  
Vishant J. Shahnawaz ◽  
Judy M. Vance ◽  
Sasikumar V. Kutti

Abstract This paper discusses the development of a virtual reality (VR) interface for the visualization of Computational Fluid Dynamics (CFD) data. The application, VR-CFD, provides an immersive and interactive graphical environment in which users can examine the analysis results from a CFD analysis of a flow field in three-dimensional space. It has been tested and implemented with virtual reality devices such as the C2, head mounted display (HMD) and desktop VR. The application is designed to read PLOT3D structured grid data and to display the flow field parameters using features such as streamlines, cutting planes, iso-surfaces, rakes, vector fields and scalar fields. Visualization Toolkit (VTK), a data visualization library, is used along with OpenGL arid the C2 VR interface libraries, to develop the application. Analysts and designers have used VR-CFD to visualize and understand complex three-dimensional fluid flow phenomena. The combination of three-dimensional interaction capability and the C2 virtual reality environment has been shown to facilitate collaborative discussions between analysts and engineers concerning the appropriateness of the CFD model and the characteristics of the fluid flow.



Author(s):  
Sudarshan Sridharan ◽  
Christian Poelma

A setup is devised to track suspended particles in a pipe in three-dimensional space using the ShadowgraphyPTV technique. This system consists of a single camera and a mirror, and is used to track particles for over 20 pipe diameters at three downstream locations. Pipe to particle diameter ratios (D/d) of 18, 9, and 6 are investigated. The bulk Reynolds number is varied between Reb = 300-1250. As expected, particles are observed to migrate radially to a location corresponding to the Segre-Silberberg annulus. In addition, ´we observe particles also moving in the azimuthal direction (clockwise or counter-clockwise), with some particles moving as much as 180◦ during their passage through the field of view. This helical motion persists throughout the pipe (600D long) and the azimuthal velocity increases with the Reynolds number (Reb). The effect of particle size and the Reynolds number on this previously undocumented, three-dimensional motion is studied.



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.



Author(s):  
A. Samman ◽  
V.A. Shakhnov

The article describes a mobile virtual reality platform based on the biological feedback of electromyography for restoring the functions of the upper limbs of people affected by accidents, stroke, Parkinson's disease or who suffered as a result of military operations. The definition of the electromyography (EMG) signal is given. The effectiveness of the biological feedback method in the rehabilitation process is indicated. The problem of initial data preprocessing is considered in order to identify the informative features of the EMG signal in the time domain. The general scheme of a mobile virtual reality platform based on biological feedback is described and preliminary evidence of the platform capability in its current state is presented. The block diagram of the EMG data acquisition module is developed. Developing a training program within the framework of computer games in two-dimensional or three-dimensional space is proposed. The algorithm of the mobile virtual reality platform based on the biological feedback of electromyography is illustrated. The results of the implementation of the proposed biofeedback electromyography system are presented. The advantages of the developed system in comparison with other systems currently available are emphasized; the disadvantages of this method are identified and ways to eliminate them are proposed



2011 ◽  
Vol 279 (1732) ◽  
pp. 1335-1340 ◽  
Author(s):  
Brigitte Schoenemann ◽  
Christopher Castellani ◽  
Euan N. K. Clarkson ◽  
Joachim T. Haug ◽  
Andreas Maas ◽  
...  

Fossilized compound eyes from the Cambrian, isolated and three-dimensionally preserved, provide remarkable insights into the lifestyle and habitat of their owners. The tiny stalked compound eyes described here probably possessed too few facets to form a proper image, but they represent a sophisticated system for detecting moving objects. The eyes are preserved as almost solid, mace-shaped blocks of phosphate, in which the original positions of the rhabdoms in one specimen are retained as deep cavities. Analysis of the optical axes reveals four visual areas, each with different properties in acuity of vision. They are surveyed by lenses directed forwards, laterally, backwards and inwards, respectively. The most intriguing of these is the putatively inwardly orientated zone, where the optical axes, like those orientated to the front, interfere with axes of the other eye of the contralateral side. The result is a three-dimensional visual net that covers not only the front, but extends also far laterally to either side. Thus, a moving object could be perceived by a two-dimensional coordinate (which is formed by two axes of those facets, one of the left and one of the right eye, which are orientated towards the moving object) in a wide three-dimensional space. This compound eye system enables small arthropods equipped with an eye of low acuity to estimate velocity, size or distance of possible food items efficiently. The eyes are interpreted as having been derived from individuals of the early crustacean Henningsmoenicaris scutula pointing to the existence of highly efficiently developed eyes in the early evolutionary lineage leading towards the modern Crustacea.



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