scholarly journals Proposal and evaluation of a tablet-based tool for 3D virtual environments

2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Daniel Medeiros ◽  
Felipe Carvalho ◽  
Lucas Teixeira ◽  
Priscilla Braz ◽  
Alberto Raposo ◽  
...  

The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction devices with four or more degrees of freedom and a common keyboard and mouse for tasks that are naturally non-immersive, such as symbolic input (e.g., text or number input). This article proposes a new tablet-based device that can perform all these major tasks in an immersive environment. It also presents a study case of the use of the device and some user tests.

2011 ◽  
Vol 10 (4) ◽  
pp. 1-10 ◽  
Author(s):  
Paulo Gallotti Rodrigues ◽  
Alberto Barbosa Raposo ◽  
Luciano Pereira Soares

Traditional interaction devices such as computer mice and keyboards do not adapt very well to immersive envi-ronments, since they were not necessarily designed for users who may be standing or in movement. Moreover, in the current inte-raction model for immersive environments, based on wands and 3D mice, a change of context is necessary in order to execute non-immersive tasks. These constant context changes from im-mersive to 2D desktops introduce a rupture in user interaction with the application. The objective of this work is to study how to adapt interaction techniques from touch surface based systems to 3D virtual environments to reduce this physical rupture from the fully immersive mode to the desktop paradigm. In order to do this, a wireless glove (v-Glove) that maps to a touch interface in a vir-tual reality immersive environment was developed, enabling it to interact in 3D applications. The glove has two main functionalities: tracking the position of the user's index finger and vibrating the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse.


2015 ◽  
Vol 6 (2) ◽  
pp. 1
Author(s):  
Alexandre Martins Ferreira de Sousa ◽  
Carlos Hitoshi Morimoto

This paper introduces the 5* Magic Wand, an inexpensive pointing device for 3D interaction. As users play the role of a “wizard”, the 5* Magic Wand allows them to interact with the computer by pointing to places, performing gestures, and casting “spells”. We have developed computer vision techniques to track the wand with 5 degrees of freedom, and built a real-time prototype consisting of a standard PC, a RGBD camera, and a simple stick. Finally, in order to demonstrate the applicability of the system for navigating in virtual environments, we have created a 3D application called “Magic Carpet”.


Author(s):  
Wayne W. Thomas ◽  
Patricia M. Boechler

With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (). In this study, the authors sought to determine if learning style or digital literacy predict incidental learning, that is, learning that occurs without learners being instructed to attend to or learn presented information. One hundred and fifty-five education undergraduate students completed a series of tasks in a virtual environment where additional information unrelated to the tasks was present. The results indicate that in addition to incidental learning taking place in virtual environments, learning style and digital literacy seem to predict incidental learning in some instances. The results also suggest that information display, in this case visual salience, plays a role in incidental learning as the participants performed better on recalling information that was made more salient.


Author(s):  
Wayne W. Thomas ◽  
Patricia M Boechler

With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (). In this study, the authors sought to determine if learning style or digital literacy predict incidental learning, that is, learning that occurs without learners being instructed to attend to or learn presented information. One hundred and fifty-five education undergraduate students completed a series of tasks in a virtual environment where additional information unrelated to the tasks was present. The results indicate that in addition to incidental learning taking place in virtual environments, learning style and digital literacy seem to predict incidental learning in some instances. The results also suggest that information display, in this case visual salience, plays a role in incidental learning as the participants performed better on recalling information that was made more salient.


2006 ◽  
Vol 15 (6) ◽  
pp. 627-636 ◽  
Author(s):  
Joan De Boeck ◽  
Chris Raymaekers ◽  
Karin Coninx

3D environments are designed to be intuitive and easy to use. However, when defining interaction in 3D virtual environments, suitable paradigms for accessing objects and user interface elements are often difficult to determine. Several solutions currently exist, all with their strengths and weaknesses, but due to the complexity of the human senses and technical and financial restrictions, none of them is ideal. In this paper, we describe a first step in our research investigating how 3D interaction can be improved by introducing a technique that uses proprioception together with realistic force feedback in order to more easily access objects and widgets in 3D space. In a user experiment, we also validate our newly proposed solution, and compare it to our earlier work.


2003 ◽  
Author(s):  
Carlo Galimberti ◽  
Gloria Belloni ◽  
Maddalena Grassi ◽  
Alberto Cattaneo ◽  
Valentina Manias ◽  
...  

2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


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