Interfaces for Cloning in Immersive Virtual Environments

Jing Chen, D. Bowman, John F. Lucas, C. A. Wingrave
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引用次数: 19

Abstract

Three-dimensional objects in many applications domains, such as architecture and construction, can be extremely complex and can consist of a large number of components. However, many of these complex objects also contain a great deal of repetition. Therefore, cloning techniques, which generate multiple spatially distributed copies of an object to form a repeated pattern, can be used to model these objects more efficiently. Such techniques are important and useful in desktop three-dimensional modeling systems, but we are not aware of any cloning techniques designed for immersive virtual environments (VEs). In this paper, we present an initial effort toward the design and development of such interfaces. We define the design space of the cloning task, and present five novel VE interfaces for cloning, then articulate the design rationale. We have also performed a usability study intended to elicit subjective responses with regard to affordances, feedback, attention, perceived usefulness, ease of use, and ease of learning in these interfaces. The study resulted in four major conclusions. First, slider widgets are better suited for discrete than for continuous numeric input. Second, the attentional requirements of the interface increase with increased degrees-of-freedom associated with widgets. Third, users prefer constrained widget movement, although more degrees-of-freedom allow more efficient parameter setting. Finally, appropriate feedback can reduce the cognitive load. The lessons we learned will influence our continuing design of cloning techniques, and these techniques will ultimately be applied to VE applications for design, construction, and prototyping.
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沉浸式虚拟环境中的克隆接口
在许多应用领域(如建筑和建筑)中,三维对象可能非常复杂,并且可能由大量组件组成。然而,许多这些复杂的对象也包含大量的重复。因此,克隆技术可以更有效地对这些对象进行建模,克隆技术可以生成一个对象的多个空间分布副本,形成重复的模式。这些技术在桌面三维建模系统中是重要和有用的,但我们还没有意识到为沉浸式虚拟环境(ve)设计的任何克隆技术。在本文中,我们提出了对这种接口的设计和开发的初步努力。我们定义了克隆任务的设计空间,提出了五种新的VE克隆接口,并阐述了设计原理。我们还进行了一项可用性研究,旨在引出关于这些界面的可视性、反馈、注意力、感知有用性、易用性和易学性的主观反应。这项研究得出了四个主要结论。首先,滑块小部件更适合于离散而不是连续的数字输入。其次,界面的注意力需求随着与小部件相关的自由度的增加而增加。第三,用户更喜欢受约束的小部件运动,尽管更多的自由度允许更有效的参数设置。最后,适当的反馈可以减少认知负荷。我们学到的经验教训将影响我们继续设计克隆技术,这些技术最终将应用于VE应用程序的设计、构建和原型。
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