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2009 IEEE Symposium on 3D User Interfaces最新文献

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Tech-note: Vtrail: Supporting trailblazing in virtual environments 技术说明:Vtrail:支持在虚拟环境中开拓
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811209
Daniel Iaboni, C. MacGregor
Trails are a proven means of improving performance in virtual environments (VE) but there is very little understanding or support for the role of the trailblazer. The Use-IT Lab is currently designing a tool, the VTrail System, to support trailblazing in VE's. The objective of this document is to introduce the concept of trailblazing, present the initial prototype for a tool designed specifically to support trailblazing and discuss results from an initial usability study.
在虚拟环境(VE)中,路径是一种已被证明的提高性能的方法,但对于开拓者的角色的理解或支持却很少。Use-IT实验室目前正在设计一个工具,VTrail系统,以支持VE的开拓。本文档的目的是介绍开拓性的概念,展示专门为支持开拓性而设计的工具的初始原型,并讨论初始可用性研究的结果。
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引用次数: 0
Arch-Explore: A natural user interface for immersive architectural walkthroughs Arch-Explore:用于沉浸式建筑攻略的自然用户界面
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811208
G. Bruder, Frank Steinicke, K. Hinrichs
In this paper we propose the Arch-Explore user interface, which supports natural exploration of architectural 3D models at different scales in a real walking virtual reality (VR) environment such as head-mounted display (HMD) or CAVE setups. We discuss in detail how user movements can be transferred to the virtual world to enable walking through virtual indoor environments. To overcome the limited interaction space in small VR laboratory setups, we have implemented redirected walking techniques to support natural exploration of comparably large-scale virtual models. Furthermore, the concept of virtual portals provides a means to cover long distances intuitively within architectural models. We describe the software and hardware setup and discuss benefits of Arch-Explore.
在本文中,我们提出了Arch-Explore用户界面,该界面支持在真实的步行虚拟现实(VR)环境(如头戴式显示器(HMD)或CAVE设置)中对不同尺度的建筑3D模型进行自然探索。我们详细讨论了如何将用户的动作转移到虚拟世界中,以便在虚拟室内环境中行走。为了克服小型VR实验室设置中有限的交互空间,我们实施了重定向行走技术,以支持对相当大规模虚拟模型的自然探索。此外,虚拟门户的概念提供了一种在体系结构模型中直观地覆盖长距离的方法。我们描述了软件和硬件设置,并讨论了Arch-Explore的优点。
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引用次数: 129
A multiscale interaction technique for large, high-resolution displays 用于大型高分辨率显示器的多尺度交互技术
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811202
Sarah Peck, Chris North, D. Bowman
This paper explores the link between users' physical navigation, specifically their distance from their current object(s) of focus, and their interaction scale. We define a new 3D interaction technique, called multiscale interaction, which links users' scale of perception and their scale of interaction. The technique exploits users' physical navigation in the 3D space in front of a large high-resolution display, using it to explicitly control scale of interaction, in addition to scale of perception. Other interaction techniques for large displays have not previously considered physical navigation to this degree. We identify the design space of the technique, which other researchers can continue to explore and build on, and evaluate one implementation of multiscale interaction to begin to quantify the benefits of the technique. We show evidence of a natural psychological link between scale of perception and scale of interaction and that exploiting it as an explicit control in the user interface can be beneficial to users in problem solving tasks. In addition, we show that designing against this philosophy can be detrimental.
本文探讨了用户的物理导航(特别是他们与当前关注对象的距离)与交互规模之间的联系。我们定义了一种新的三维交互技术,称为多尺度交互,它将用户的感知尺度和交互尺度联系起来。该技术利用用户在大型高分辨率显示器前的3D空间中的物理导航,利用它来明确控制交互的规模,以及感知的规模。其他大型显示器的交互技术以前还没有考虑到这种程度的物理导航。我们确定了该技术的设计空间,其他研究人员可以继续探索和建立,并评估一种多尺度交互的实现,以开始量化该技术的好处。我们展示了感知规模和交互规模之间的自然心理联系的证据,并且利用它作为用户界面中的显式控制可以在解决问题的任务中对用户有益。此外,我们还表明,违背这一理念的设计可能是有害的。
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引用次数: 42
Poster: Updating an obsolete trainer using passive haptics and pressure sensors 海报:使用被动触觉和压力传感器更新过时的教练机
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811233
Malachi Wurpts
Training systems based on hardware mockups provide physical fidelity at the expense of flexibility. Maintaining concurrency in these mock-ups can be time-consuming and expensive. Over the past several years, Southwest Research Institute (SwRI®) has worked with the United States Air Force to develop a generalized approach which uses purely virtual assets to provide training in a flexible environment in which configuration changes are made solely through software modifications. While a purely virtual approach has proven effective and flexible, it lacks the realistic interactions supported by the physical constraints present in mock-ups. This paper describes a novel approach to provide a more realistic interface while also extending the useful life of a training system which might otherwise be rendered obsolete. The technique combines virtual and real assets to provide haptic feedback. The interaction technique uses precision finger tracking combined with tactile sensors attached to the finger tip.
基于硬件模型的训练系统以牺牲灵活性为代价提供了物理保真度。在这些模型中维护并发性既耗时又昂贵。在过去的几年中,西南研究所(SwRI®)与美国空军合作开发了一种通用的方法,该方法使用纯虚拟资产在灵活的环境中提供培训,其中配置更改仅通过软件修改进行。虽然纯虚拟方法已被证明是有效和灵活的,但它缺乏实体模型中物理限制所支持的现实交互。本文描述了一种新的方法来提供一个更真实的界面,同时也延长了训练系统的使用寿命,否则可能会被淘汰。该技术结合了虚拟和真实资产来提供触觉反馈。这种交互技术使用精确的手指跟踪和附着在指尖的触觉传感器。
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引用次数: 6
Poster: Collaborative data exploration using two navigation strategies 海报:使用两种导航策略的协作数据探索
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811221
Omar Gomez, H. Trefftz, P. Boulanger, W. Bischof
Virtual collaborative systems are vital tools for accessing and sharing scientific data visualizations. This paper shows how two different modes of collaboration can affect user performance in a specific exploration task. Experiments with groups of users that are working in pairs showed that the lack of mobility can affect the ability to achieve specific exploration goals in a virtual environment. Our analysis reveals that the task was completed more efficiently when users were allowed to move freely and independently instead of working with limited mobility. In these systems, users adapted their own abilities and minimized the effect of mobility restrictions.
虚拟协作系统是访问和共享科学数据可视化的重要工具。本文展示了两种不同的协作模式如何影响用户在特定探索任务中的表现。对成对工作的用户进行的实验表明,缺乏移动性会影响在虚拟环境中实现特定探索目标的能力。我们的分析表明,当用户被允许自由和独立地移动而不是在有限的行动中工作时,任务完成得更有效率。在这些系统中,用户适应自己的能力,最大限度地减少行动限制的影响。
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引用次数: 0
Poster: Interscopic multi-touch surfaces: Using bimanual interaction for intuitive manipulation of spatial data 海报:跨镜多点触摸表面:使用手动交互来直观地操作空间数据
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811219
Johannes Schöning, Frank Steinicke, A. Krüger, K. Hinrichs
In recent years visualization of and interaction with 3D data have become more and more popular and widespread due to the requirements of numerous application areas. Two-dimensional desktop systems are often limited in cases where natural and intuitive interfaces are desired. Sophisticated 3D user interfaces, as they are provided by virtual reality (VR) systems consisting of stereoscopic projection and tracked input devices, are rarely adopted by ordinary users or even by experts. Since most applications dealing with 3D data still use traditional 2D GUIs, current user interface designs lack adequate efficiency. Multi-touch interaction has received considerable attention in the last few years, in particular for non-immersive, natural 2D interaction. Interactive multi-touch surfaces even support three degrees of freedom in terms of 2D position on the surface and varying levels of pressure. Since multi-touch interfaces represent a good trade-off between intuitive, constrained interaction on a touch surface providing tangible feedback, and unrestricted natural interaction without any instrumentation, they have the potential to form the fundaments of the next generation 2D and 3D user interfaces. Indeed, stereoscopic display of 3D data provides an additional depth cue, but until now challenges and limitations for multi-touch interaction in this context have not been considered. In this paper we present new multi-touch paradigms that combine traditional 2D interaction performed in monoscopic mode with 3D interaction and stereoscopic projection, which we refer to as interscopic multi-touch surfaces (iMUTS).
近年来,由于许多应用领域的需求,三维数据的可视化和交互变得越来越流行和广泛。二维桌面系统通常在需要自然和直观界面的情况下受到限制。复杂的3D用户界面是由由立体投影和跟踪输入设备组成的虚拟现实(VR)系统提供的,很少被普通用户甚至专家采用。由于大多数处理3D数据的应用程序仍然使用传统的2D gui,当前的用户界面设计缺乏足够的效率。在过去的几年里,多点触控交互受到了相当多的关注,尤其是非沉浸式的自然2D交互。交互式多点触摸表面甚至支持三个自由度的二维位置和不同的压力水平。由于多点触控界面在提供有形反馈的触摸表面上的直观、受限交互和不受任何仪器限制的自然交互之间取得了良好的平衡,因此它们有可能成为下一代2D和3D用户界面的基础。的确,3D数据的立体显示提供了额外的深度提示,但到目前为止,在这种情况下多点触控交互的挑战和限制还没有被考虑到。在本文中,我们提出了一种新的多点触控范式,它将传统的以单视角模式进行的二维交互与三维交互和立体投影相结合,我们将其称为镜间多点触控曲面(iMUTS)。
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引用次数: 8
Virtual multi-tools for hand and tool-based interaction with life-size virtual human agents 用于与真人大小的虚拟人代理进行手和基于工具的交互的虚拟多工具
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811201
Aaron Kotranza, K. Johnsen, J. Cendan, Bayard Miller, D. Lind, Benjamin C. Lok
A common approach when simulating face-to-face interpersonal scenarios with virtual humans is to afford users only verbal interaction while providing rich verbal and non-verbal interaction from the virtual human. This is due to the difficulty in providing robust recognition of user non-verbal behavior and interpretation of these behaviors within the context of the verbal interaction between user and virtual human. To afford robust hand and tool-based non-verbal interaction with life-sized virtual humans, we propose virtual multi-tools. A single hand-held, tracked interaction device acts as a surrogate for the virtual multi-tools: the user's hand, multiple tools, and other objects. By combining six degree-of-freedom, high update rate tracking with extra degrees of freedom provided by buttons and triggers, a commodity device, the Nintendo Wii Remote, provides the kinesthetic and haptic feedback necessary to provide a high-fidelity estimation of the natural, unencumbered interaction provided by one's hands and physical hand-held tools. These qualities allow virtual multi-tools to be a less error-prone interface to social and task-oriented non-verbal interaction with a life-sized virtual human. This paper discusses the implementation of virtual multi-tools for hand and tool-based interaction with life-sized virtual humans, and provides an initial evaluation of the usability of virtual multi-tools in the medical education scenario of conducting a neurological exam of a virtual human.
在用虚拟人模拟面对面的人际场景时,一种常见的方法是只向用户提供语言交互,同时提供丰富的虚拟人的语言和非语言交互。这是由于在用户和虚拟人之间的语言交互的背景下,难以提供对用户非语言行为的鲁棒识别和对这些行为的解释。为了与真人大小的虚拟人进行强大的基于手和工具的非语言交互,我们提出了虚拟多工具。单个手持跟踪交互设备充当虚拟多工具的代理:用户的手、多个工具和其他对象。通过将6个自由度、高更新率跟踪与按钮和触发器提供的额外自由度相结合,任天堂Wii Remote这款商品设备提供了必要的动觉和触觉反馈,从而提供了对手部和物理手持工具提供的自然、无阻碍互动的高保真度估计。这些特性使得虚拟多工具在与真人大小的虚拟人进行社交和面向任务的非语言交互时更不容易出错。本文讨论了与真人大小的虚拟人进行手部和基于工具的交互的虚拟多工具的实现,并提供了虚拟多工具在进行虚拟人神经学检查的医学教育场景中的可用性的初步评估。
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引用次数: 24
Poster: Evaluation of menu techniques using a 3D game input device 海报:使用3D游戏输入设备评估菜单技术
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811225
Dustin B. Chertoff, Ross W. Byers, J. Laviola
With the rise in popularity of 3D spatial interaction in console gaming, such as the Nintendo Wii, it is important to determine whether existing menuing technique findings still hold true when using a 3D pointing device such as the Wii Controller. Linear menus were compared with two other menu techniques: radial menus and rotary menus. Effectiveness was measured through task completion time and the number of task errors. A subjective measure was also taken to determine participant preferences. Participants performed faster and made fewer errors when using the radial menu technique. Radial menus were also preferred by participants. These results indicate that radial menus are an effective menu technique when used with a 3D pointing device. This is consistent with previous work regarding radial menus and indicates that the usage of radial menus in gaming applications should be investigated further.
随着掌机游戏(如任天堂Wii)中3D空间互动的普及,我们有必要确定现有菜单技术发现在使用Wii控制器等3D指向设备时是否仍然适用。线性菜单比较了其他两种菜单技术:径向菜单和旋转菜单。有效性是通过任务完成时间和任务错误次数来衡量的。还采用主观测量来确定参与者的偏好。当使用径向菜单技术时,参与者的表现更快,出错更少。参与者也更喜欢径向菜单。这些结果表明,径向菜单是一种有效的菜单技术,当使用三维指向设备。这与之前关于径向菜单的工作是一致的,并表明径向菜单在游戏应用中的使用应该进一步研究。
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引用次数: 4
Egocentric navigation for video surveillance in 3D Virtual Environments 三维虚拟环境中视频监控的自我中心导航
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811214
G. D. Haan, Josef Scheuer, R. D. Vries, F. Post
Current surveillance systems can display many individual video streams within spatial context in a 2D map or 3D Virtual Environment (VE). The aim of this is to overcome some problems in traditional systems, e.g. to avoid intensive mental effort to maintain orientation and to ease tracking of motions between different screens. However, such integrated environments introduce new challenges in navigation and comprehensive viewing, caused by imperfect video alignment and complex 3D interaction. In this paper, we propose a novel, first-person viewing and navigation interface for integrated surveillance monitoring in a VE. It is currently designed for egocentric tasks, such a tracking persons or vehicles along several cameras. For these tasks, it aims to minimize the operator's 3D navigation effort while maximizing coherence between video streams and spatial context. The user can easily navigate between adjacent camera views and is guided along 3D guidance paths. To achieve visual coherence, we use dynamic video embedding: according to the viewer's position, translucent 3D video canvases are smoothly transformed and blended in the simplified 3D environment. The animated first-person view provides fluent visual flow which facilitates easier maintenance of orientation and can aid in spatial awareness. We discuss design considerations, the implementation of our proposed interface in our prototype surveillance system and demonstrate its use and limitations in various surveillance environments.
当前的监控系统可以在2D地图或3D虚拟环境(VE)的空间背景中显示许多单独的视频流。这样做的目的是为了克服传统系统中的一些问题,例如,避免在保持方向上进行密集的脑力劳动,以及在不同屏幕之间轻松跟踪运动。然而,由于视频对齐不完美和复杂的3D交互,这种集成环境给导航和全面观看带来了新的挑战。在本文中,我们提出了一种新颖的第一人称观看和导航界面,用于VE的综合监视监控。它目前是为自我中心的任务而设计的,比如沿着几个摄像头跟踪人员或车辆。对于这些任务,它旨在最大限度地减少操作员的3D导航工作,同时最大限度地提高视频流和空间环境之间的一致性。用户可以轻松地在相邻的相机视图之间导航,并沿着3D引导路径进行引导。为了达到视觉一致性,我们使用动态视频嵌入:根据观众的位置,半透明的3D视频画布在简化的3D环境中平滑地转换和混合。动画的第一人称视角提供了流畅的视觉流,这有助于更容易地维持方向,并有助于空间意识。我们讨论了设计考虑因素,在我们的原型监控系统中实现我们提出的接口,并展示了它在各种监控环境中的使用和局限性。
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引用次数: 31
Poster: Shake menus: Towards activation and placement techniques for prop-based 3D graphical menus 海报:震动菜单:对基于道具的3D图形菜单的激活和放置技术
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811220
Sean White, David Feng, Steven K. Feiner
Shake menus are a novel method for activating, displaying, and selecting options presented relative to a tangible object or manipulator in a 3D user interface. They provide ready-to-hand interaction, including facile selection and placement of objects. We present the technique, several alternative methods for presenting shake menus (world-referenced, display-referenced, and object-referenced), and an evaluation of menu placement.
震动菜单是一种新颖的方法,用于激活、显示和选择相对于3D用户界面中有形物体或操纵器呈现的选项。它们提供随时可用的交互,包括方便地选择和放置对象。我们介绍了该技术,几种替代方法来呈现震动菜单(世界引用,显示引用和对象引用),并评估菜单的位置。
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引用次数: 5
期刊
2009 IEEE Symposium on 3D User Interfaces
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