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2009 IEEE Symposium on 3D User Interfaces最新文献

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The influence of input device characteristics on spatial perception in desktop-based 3D applications 基于桌面的3D应用中输入设备特性对空间感知的影响
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811206
Alexander Kulik, Jan Hochstrate, André Kunert, B. Fröhlich
In desktop applications 3D input devices are mostly operated by the non-dominant hand to control 3D viewpoint navigation, while selection and geometry manipulations are handled by the dominant hand using the regular 2D mouse. This asymmetric bi-manual interface is an alternative to commonly used keyboard and mouse input, where the non-dominant hand assists the dominant hand with keystroke input to toggle modes. Our first study compared the keyboard and mouse interface to bi-manual interfaces using the 3D input devices SpaceTraveller and Globefish in a coarse spatial orientation task requiring egocentric and exocentric viewpoint navigation. The different interface configurations performed similarly with respect to task completion times, but the bi-manual techniques resulted in significantly less errors. This result is likely to be due to better workload balancing between the two hands allowing the user to focus on a single task for each hand. Our second study focused on a bi-manual 3D point selection task, which required the selection of small targets and good depth perception. The Globefish interface employing position control for rotations performed significantly better than the SpaceTraveller interface for this task.
在桌面应用中,3D输入设备大多由非惯用手操作来控制3D视点导航,而选择和几何操作则由惯用手使用常规的2D鼠标进行。这种非对称的双手动界面是常用键盘和鼠标输入的替代选择,其中非惯用手协助惯用手进行按键输入以切换模式。我们的第一项研究比较了键盘和鼠标界面与使用3D输入设备SpaceTraveller和Globefish的双手动界面在需要自我中心和外中心视点导航的粗糙空间定向任务中的差异。不同的接口配置在任务完成时间方面执行相似,但是双手动技术导致的错误显著减少。这个结果可能是由于两只手之间更好的工作负载平衡,允许用户专注于每只手的单一任务。我们的第二个研究重点是双手三维点选择任务,该任务要求选择小目标和良好的深度感知。Globefish接口采用位置控制旋转,在此任务中表现明显优于SpaceTraveller接口。
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引用次数: 21
Poster: RealDance: An exploration of 3D spatial interfaces for dancing games 海报:RealDance:探索舞蹈游戏的3D空间界面
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811226
Emiko Charbonneau, Andrew Miller, C. A. Wingrave, J. Laviola
We present RealDance, a prototype video game for exploring spatial 3D interaction for dance-based gaming and instruction. Our interface uses four Nintendo Wii remotes and is independent of buttons, floor position, cameras, or sensor bars so the user is untethered, allowing for natural, full-body motion. Our range of detectable movements includes stationary poses, punches, kicks, claps and stomps, which are scored in the context of the dance routine. We describe our initial experiments in interface design, gesture evaluation and scoring, and user experience, which reveals interesting new areas for 3D spatial interaction research related to creating an ‘ideal’ dance game.
我们提出RealDance,一个原型视频游戏,探索空间3D互动的舞蹈为基础的游戏和教学。我们的界面使用了四个任天堂Wii遥控器,并且独立于按钮、地板位置、摄像头或传感器条,因此用户不受束缚,允许自然的全身运动。我们可检测的动作范围包括静止的姿势,拳击,踢腿,拍手和跺脚,这些动作都是在舞蹈的背景下得分的。我们描述了我们在界面设计,手势评估和评分以及用户体验方面的初步实验,这揭示了与创造“理想”舞蹈游戏相关的3D空间交互研究的有趣新领域。
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引用次数: 4
Tech-note: Iterative design and test of a multimodal experience 技术提示:多模式体验的迭代设计和测试
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811213
Holger Reckter, C. Geiger, Jürgen Singer, S. Streuber
The goal of the Turtlesurf project described in this tech-note is to design, implement and evaluate a multimodal installation that should provide a good user experience in a virtual 3D world. For this purpose we combine audio-visual media forms and different types of haptic/tactile feedback. For the latter, we focus on the application of vibrational feedback, wind and water spray and heat. We follow a user-centered design approach and try to get user feedback as early as possible during the iterative design process. We present the conceptual idea of the Turtlesurf project, and the iterative design and test of prototypes that helped us to refine the final design based on collected user feedback.
Turtlesurf项目的目标是设计、实现和评估一个多模式安装,在虚拟3D世界中提供良好的用户体验。为此,我们将视听媒体形式和不同类型的触觉/触觉反馈结合起来。对于后者,我们重点研究了振动反馈、风和水的喷雾和加热的应用。我们遵循以用户为中心的设计方法,并尝试在迭代设计过程中尽早获得用户反馈。我们呈现了《Turtlesurf》项目的概念理念,以及帮助我们基于收集到的用户反馈完善最终设计的迭代设计和原型测试。
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引用次数: 5
Selection performance based on classes of bimanual actions 选择性能基于类的手动操作
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811205
Amy Banic, Z. Wartell, P. Goolkasian, Evan A. Suma, L. Hodges
We evaluated four selection techniques for volumetric data based on the four classes of bimanual action: symmetric-synchronous, asymmetric-synchronous, symmetric-asynchronous, and asymmetric-asynchronous. The purpose of this study was to determine the relative performance characteristics of each of these classes. In addition, we compared two types of data representations to determine whether these selection techniques were suitable for interaction in different environments. The techniques were evaluated in terms of accuracy, completion times, TLX overall workload, TLX physical demand, and TLX cognitive demand. Our results suggest that symmetric and synchronous selection strategies both contribute to faster task completion. Our results also indicate that no class of bimanual selection was a significant contributor to reducing or increasing physical demand, while asynchronous action significantly increased cognitive demand in asymmetric techniques and decreased ease of use in symmetric techniques. However, for users with greater computer usage experience, accuracy performance differences diminished between the classes of bimanual action. No significant differences were found between the two types of data representations.
我们评估了四种基于四类手动动作的体积数据选择技术:对称-同步、不对称-同步、对称-异步和不对称-异步。本研究的目的是确定每个类别的相对性能特征。此外,我们比较了两种类型的数据表示,以确定这些选择技术是否适用于不同环境中的交互。从准确性、完成时间、TLX总工作量、TLX物理需求和TLX认知需求等方面对这些技术进行评估。我们的研究结果表明,对称和同步选择策略都有助于更快地完成任务。我们的研究结果还表明,没有任何类型的双手选择对减少或增加身体需求有显著的贡献,而异步动作显著增加了非对称技术的认知需求,降低了对称技术的易用性。然而,对于具有更多计算机使用经验的用户,准确率表现差异在两类手动操作之间减小。两种类型的数据表示之间没有发现显著差异。
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引用次数: 22
Poster: A virtual walkthrough system with a wide field-of-view stereo head mounted projective display 海报:一个虚拟漫游系统,具有宽视场立体头戴式投影显示器
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811230
Natsuki Takeda, K. Kiyokawa, H. Takemura
A virtual walkthrough system is built to demonstrate the unique capability of our wide field-of-view (FOV) head mounted projective display, which can theoretically achieve more than 180 degrees of horizontal FOV by utilizing a half-silvered hyperbolic curved mirror. A fast rendering algorithm developed for image distortion correction and performance analysis on the rendering speed and precision of distortion correction are described. The developed virtual walkthrough system has successfully provided the observer the sense of presence at an interactive frame rate.
虚拟漫游系统的建立是为了展示我们的宽视场(FOV)头戴式投影显示器的独特能力,理论上可以实现超过180度的水平视场,利用半镀银双曲曲面镜。介绍了一种用于图像畸变校正的快速绘制算法,并对其绘制速度和精度进行了性能分析。所开发的虚拟漫游系统成功地以交互帧率为观察者提供了临场感。
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引用次数: 0
Poster: Spatially augmented tape drawing 海报:空间增强磁带绘图
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811229
S. Zollmann, T. Langlotz
Tape drawings are an important part of the form finding process in the automotive industry and thus for creating the final design and shape of cars during the product development process. Up to now this step is done on white boards in 2D and on clay models. In this poster we present a system that supports designers during the tape drawing process by transferring drawings created in 2D to the clay model by using projector-based spatial augmented reality. Furthermore we show an optional 3D input method for creating tape drawings directly on the clay model that additionally allows the transmission of information into a 2D representation using a registered projector-camera system. This system guarantees the consistency of information in different media and dimensions during the design process.
纸带图是汽车工业中寻找形状过程的重要组成部分,因此在产品开发过程中创建汽车的最终设计和形状。到目前为止,这一步是在2D白板和粘土模型上完成的。在这张海报中,我们展示了一个系统,该系统通过使用基于投影仪的空间增强现实技术,将2D创建的图纸转移到粘土模型中,从而在磁带绘图过程中支持设计师。此外,我们还展示了一种可选的3D输入法,用于直接在粘土模型上创建磁带图,该方法还允许使用注册的投影仪-摄像机系统将信息传输到2D表示中。该系统保证了设计过程中不同媒介、不同维度信息的一致性。
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引用次数: 2
Poster: Design and evaluation of 3D content with wind output 海报:风力输出的3D内容设计与评估
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811231
Anke Lehmann, C. Geiger, Björn Wöldecke, Jörg Stöcklein
In this paper we discuss the effect of two different wind output devices and compare head mounted wind with stationary wind, i.e., wind output of fix mounted fans on a rack. By means of a simple interactive 3D application we evaluated the subjects' feeling of presence in a pre-test using a standard presence questionnaire. The preliminary results showed that wind output increases presence and indicated a tendency towards stationary wind output. This pilot study delivered us some initial guidance for future in-depth evaluation of wind output.
本文讨论了两种不同的风输出装置的影响,并比较了头置风和固定式风,即固定安装在机架上的风扇的风输出。通过一个简单的交互式3D应用程序,我们使用标准的存在问卷在预测试中评估受试者的存在感。初步结果表明,风量呈增加趋势,并呈平稳趋势。这项试点研究为我们今后深入评估风力发电提供了一些初步指导。
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引用次数: 20
Wayfinding techniques for multiScale virtual environments 多尺度虚拟环境的寻路技术
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811207
F. Bacim, D. Bowman, M. Pinho
Wayfinding in multiscale virtual environments can be rather complex, as users can and sometimes have to change their scale to access the entire environment. Hence, this work focuses on the understanding and classification of information needed for travel, as well as on the design of navigation techniques that provide this information. To this end, we first identified two kinds of information necessary for traveling effectively in this kind of environment: hierarchical information, based on the hierarchical structure formed by the levels of scale; and spatial information, related to orientation, distance between objects in different levels of scale and spatial localization. Based on this, we designed and implemented one technique for each kind of information. The developed techniques were evaluated and compared to a baseline set of travel and wayfinding aid techniques for traveling through multiple scales. Results show that the developed techniques perform better and provide a better solution for both travel and wayfinding aid.
在多尺度虚拟环境中寻路可能相当复杂,因为用户有时必须改变他们的尺度来访问整个环境。因此,这项工作的重点是对旅行所需信息的理解和分类,以及提供这些信息的导航技术的设计。为此,我们首先确定了在这种环境下有效旅行所必需的两种信息:层次信息,基于规模层次形成的层次结构;以及空间信息,与方向、不同尺度下物体之间的距离和空间定位有关。在此基础上,我们针对每种类型的信息设计并实现了一种技术。对开发的技术进行了评估,并与一组基线旅行和寻路辅助技术进行了比较。结果表明,所开发的技术性能较好,为出行和寻路辅助提供了较好的解决方案。
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引用次数: 18
Poster: Teaching letter writing using a programmable haptic device interface for children with handwriting difficulties 海报:为有书写困难的儿童使用可编程触觉设备界面教授字母书写
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811228
Younhee Kim, Zoran Duric, N. L. Gerber, Arthur R. Palsbo, S. E. Palsbo
We designed a virtual hand-writing teaching system for children with handwriting difficulties due to attention or motor deficits, using a haptic interface that could provide a neutral, repetitive engaging approach to letter writing. The approach we took to accomplish this included: (a) Using letter primitives, (b) User friendly interface for teachers, therapists, subjects and parents, (c) Adjustable force and assessment mode, and (d) Quantitative reports. We evaluated 4 subjects. We obtained pre-training letter formation, then followed with a prescribed training session in which a fixed number of haptic driven repetitions was performed. Subjects were post-tested with free-form letter writing. Anecdotally, 2 children had obvious improvement in accuracy of letter formation, one slowed down speed with which he formed letters, which resulted in more legible handwriting. Children were engaged in the process and reported they had fun and would do it again.
我们设计了一个虚拟的手写教学系统,用于儿童的书写困难,由于注意力或运动缺陷,使用触觉界面,可以提供一个中性的,重复的引人入胜的方法来写字母。我们采用的方法包括:(a)使用字母原语,(b)为教师、治疗师、受试者和家长提供的用户友好界面,(c)可调节的力和评估模式,以及(d)定量报告。我们评估了4名受试者。我们获得了训练前的字母形成,然后进行了规定的训练,其中进行了固定数量的触觉驱动重复。研究对象进行了自由格式的书信写作后测。有趣的是,有两个孩子在字母排列的准确性上有了明显的提高,其中一个放慢了他排列字母的速度,这使得他的笔迹更加清晰。孩子们参与了这个过程,并报告说他们玩得很开心,还会再来一次。
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引用次数: 14
Demo: The Globefish: A novel input device for desktop-based 3D interaction 演示:Globefish:一种基于桌面的3D交互的新型输入设备
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811236
Alexander Kulik, Jan Hochstrate, André Kunert, B. Fröhlich
The Globefish is a novel desktop input device for efficient three-dimensional object manipulation and viewpoint navigation. The device was developed for the 3D graphics applications such as computer aided design (CAD), digital content creation (DCC) and 3D games. The Globefish consists of an elastically suspended 3D trackball, which provides a natural mapping for position-controlled 3D rotations. 3D translations are rate-controlled through small displacements of the trackball against the elastic counterforces of the elastic suspension. The device is operated by the fingertips allowing for precise interaction with virtual objects.
Globefish是一种新型的桌面输入设备,用于高效的三维对象操作和视点导航。该设备是为计算机辅助设计(CAD)、数字内容创作(DCC)和3D游戏等3D图形应用而开发的。Globefish由一个弹性悬浮的3D轨迹球组成,它为位置控制的3D旋转提供了自然映射。通过轨迹球对弹性悬架的弹性反力的小位移来控制3D平移。该设备由指尖操作,允许与虚拟物体进行精确的交互。
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引用次数: 2
期刊
2009 IEEE Symposium on 3D User Interfaces
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