interaction techniques
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2022 ◽  
Vol 6 (1) ◽  
pp. 6
Author(s):  
Jari Kangas ◽  
Sriram Kishore Kumar ◽  
Helena Mehtonen ◽  
Jorma Järnstedt ◽  
Roope Raisamo

Virtual reality devices are used for several application domains, such as medicine, entertainment, marketing and training. A handheld controller is the common interaction method for direct object manipulation in virtual reality environments. Using hands would be a straightforward way to directly manipulate objects in the virtual environment if hand-tracking technology were reliable enough. In recent comparison studies, hand-based systems compared unfavorably against the handheld controllers in task completion times and accuracy. In our controlled study, we compare these two interaction techniques with a new hybrid interaction technique which combines the controller tracking with hand gestures for a rigid object manipulation task. The results demonstrate that the hybrid interaction technique is the most preferred because it is intuitive, easy to use, fast, reliable and it provides haptic feedback resembling the real-world object grab. This suggests that there is a trade-off between naturalness, task accuracy and task completion time when using these direct manipulation interaction techniques, and participants prefer to use interaction techniques that provide a balance between these three factors.


2021 ◽  
Vol 5 (12) ◽  
pp. 81
Author(s):  
Ismo Rakkolainen ◽  
Ahmed Farooq ◽  
Jari Kangas ◽  
Jaakko Hakulinen ◽  
Jussi Rantala ◽  
...  

When designing extended reality (XR) applications, it is important to consider multimodal interaction techniques, which employ several human senses simultaneously. Multimodal interaction can transform how people communicate remotely, practice for tasks, entertain themselves, process information visualizations, and make decisions based on the provided information. This scoping review summarized recent advances in multimodal interaction technologies for head-mounted display-based (HMD) XR systems. Our purpose was to provide a succinct, yet clear, insightful, and structured overview of emerging, underused multimodal technologies beyond standard video and audio for XR interaction, and to find research gaps. The review aimed to help XR practitioners to apply multimodal interaction techniques and interaction researchers to direct future efforts towards relevant issues on multimodal XR. We conclude with our perspective on promising research avenues for multimodal interaction technologies.


2021 ◽  
Author(s):  
Marc Baloup ◽  
Thomas Pietrzak ◽  
Martin Hachet ◽  
Géry Casiez

Author(s):  
Alfredo Barrientos ◽  
Anthony Calderon ◽  
Astrib Cabrera ◽  
Miguel Cuadros

2021 ◽  
Vol 11 (2) ◽  
pp. 103-109
Author(s):  
Goh Eg Su ◽  
Ajune Wanis Ismail

Interaction is one of the important topics to be discussed since it includes the interface where the end-user communicates with the augmented reality (AR) system. In handheld AR interface, the traditional interaction techniques are not suitable for some AR applications due to the different attributes of handheld devices that always refer to smartphones and tablets. Currently interaction techniques in handheld AR are known as touch-based technique, mid-air gesture-based technique and device-based technique that can led to a wide discussion in related research areas. However, this paper will focus to discover the device-based interaction technique because it has proven in the previous studies to be more suitable and robust in several aspects. A novel device-based 3D object rotation technique is proposed to solve the current problem in performing 3DOF rotation of 3D object. The goal is to produce a precise and faster 3D object rotation. Therefore, the determination of the rotation amplitudes per second is required before the fully implementation. This paper discusses the implementation in depth and provides a guideline for those who works in related to device-based interaction.


2021 ◽  
Author(s):  
Farkhandah Aziz ◽  
Chris Creed ◽  
Maite Frutos-Pascual ◽  
Ian Williams

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-32
Author(s):  
Diego Navarro ◽  
Veronica Sundstedt ◽  
Valeria Garro

The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review focusing on how different biofeedback interaction methods have been used for entertainment purposes in video games, between 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and five different biofeedback methods (with a sixth category combining them): electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction. The review describes the properties, sensor technologies, and the type of data gathered for every included biofeedback method, and presents their respective interaction techniques. It summarizes a set of opportunities and challenges for each included method, based on the results from previous work, and discusses these findings. It also analyzes how these interaction techniques are distributed between different common game genres. The review is beneficial for people interested in biofeedback methods and their potential use for novel interaction techniques in future video games.


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