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2009 IEEE Symposium on 3D User Interfaces最新文献

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Measuring the effect of gaming experience on virtual environment navigation tasks 测量游戏体验对虚拟环境导航任务的影响
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811198
Shamus P. Smith, Sam Du'Mont
Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with many potential applications within areas such as visualisation, entertainment and training simulators. To effectively develop and utilise virtual environments, user-centric evaluations are commonly performed. Anecdotal evidence suggests that factors such as prior experience with computer games may affect the results of such evaluations. This paper examines the effects of previous computer gaming experience, user perceived gaming ability and actual gaming performance on navigation tasks in a virtual environment. Two computer games and a virtual environment were developed to elicit performance metrics for use within a user study. Results indicated that perceived gaming skill and progress in a First-Person-Shooter (FPS) game were the most consistent metrics showing significant correlations with performance in time-based navigation tasks. There was also strong evidence that these relations were significantly intensified by the inclusion of participants who play FPS games. In addition, it was found that increased gaming experience decreased spatial perception performance.
虚拟环境是一种合成的3D世界,通常以第一人称视角观看,在视觉化、娱乐和训练模拟器等领域有许多潜在的应用。为了有效地开发和利用虚拟环境,通常执行以用户为中心的评估。坊间证据表明,之前玩电脑游戏的经历等因素可能会影响这种评估的结果。本文研究了以前的电脑游戏体验、用户感知游戏能力和实际游戏表现对虚拟环境中导航任务的影响。开发了两个电脑游戏和一个虚拟环境,以引出在用户研究中使用的性能指标。结果表明,第一人称射击(FPS)游戏中的感知游戏技能和进程是与基于时间的导航任务表现显著相关的最一致的指标。还有强有力的证据表明,这些关系在玩FPS游戏的参与者中得到了显著加强。此外,研究还发现,游戏体验的增加会降低空间感知能力。
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引用次数: 39
Poster: MR telepresence system with inertial force sensation using a motion platform and an immersive display 海报:使用运动平台和沉浸式显示器的惯性力感应MR远程呈现系统
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811222
Maiya Hori, M. Kanbara, N. Yokoya
This paper presents a telepresence system for a ride, such as on a roller coaster, using a motion platform that can provide a seated user with the sensation of inertial force. Most conventional studies using a motion platform with a few degrees of freedom have not generated an inertial force when a ride accelerates, because a motion platform cannot simulate the same motion of a real roller coaster. We propose a new telepresence system that can provide a user with an inertial force sensation using a motion platform with a few degrees of freedom and an immersive display. In our research, the inertial force sensation is generated by acceleration of gravity produced by inclining the motion platform. The inclination of the seated user is estimated from an image sequence captured using an omnidirectional camera placed on an actual running roller coaster. In our experiments, the inertial force sensation is realized using a motion platform and an immersive display.
本文介绍了一种用于过山车等游乐设施的远程临场感系统,该系统使用一个运动平台,可以为坐着的用户提供惯性力的感觉。大多数使用几个自由度运动平台的传统研究都没有在过山车加速时产生惯性力,因为运动平台无法模拟真实过山车的相同运动。我们提出了一种新的远程呈现系统,该系统可以使用具有几个自由度的运动平台和沉浸式显示器为用户提供惯性力感觉。在我们的研究中,惯性力感觉是由运动平台倾斜产生的重力加速度产生的。坐着的用户的倾斜度是通过放置在实际运行的过山车上的全向相机拍摄的图像序列来估计的。在我们的实验中,惯性力感觉是通过运动平台和沉浸式显示器来实现的。
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引用次数: 3
A direct manipulation interface for time navigation in scientific visualizations 在科学可视化中用于时间导航的直接操作界面
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811199
M. Wolter, B. Hentschel, I. Tedjo-Palczynski, T. Kuhlen
Scientific visualization tools are applied to gain understanding of time-varying simulations. When these simulations have a high temporal resolution or simulate a long time span, efficient navigation in the temporal dimension of the visualization is mandatory. For this purpose, we propose direct manipulation of visualization objects to control time. By dragging objects along their three-dimensional trajectory, a user can navigate in time by specifying spatial input. We propose two interaction techniques for different kinds of trajectories. In the design phase of these methods, we conducted expert evaluations. To show the benefits of the techniques, we compare them in a user study with the traditional slider-based interface.
科学的可视化工具被应用于时变模拟的理解。当这些模拟具有高时间分辨率或模拟长时间跨度时,必须在可视化的时间维度中进行有效的导航。为此,我们建议直接操作可视化对象来控制时间。通过沿着三维轨迹拖动对象,用户可以通过指定空间输入来及时导航。针对不同类型的轨迹,我们提出了两种相互作用技术。在这些方法的设计阶段,我们进行了专家评估。为了展示这些技术的好处,我们在用户研究中将它们与传统的基于滑块的界面进行比较。
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引用次数: 12
Poster: Evaluation of a cup-shaped interface in tabletop AR environments 海报:评估桌面AR环境中的杯形界面
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811224
Seiko Myojin, H. Kato, S. Nishida
We have proposed MagicCup, a novel wand (3D mouse), for controlling virtual objects in a tabletop augmented reality (AR) environment. In this paper, we present an evaluation of its usability. MagicCup is a handheld input device that uses a real cup as a control interface. It differs from conventional wands in that it can be used to perform “covering” operations to interact with virtual objects. In order to evaluate its fundamental characteristics, we compared the “covering” interaction method with the corresponding methods of conventional wands, such as “pointing” and “touching.” MagicCup allows a user to select a virtual object by covering it with the cup and then holding it up. In contrast, pointing and touching wands allow a user to select an object by pointing at it and pressing a button or by touching it, respectively. Our experimental results indicated that the fundamental characteristics differed depending on the interaction methods. MagicCup was suitable for selecting one object from among several small, scattered objects. In contrast, the pointing and touching wands were suitable for selecting one object from among several small, closely packed objects. In addition, we describe the advantages of MagicCup and the other wands in detail.
我们提出了MagicCup,一种新颖的魔杖(3D鼠标),用于在桌面增强现实(AR)环境中控制虚拟物体。在本文中,我们对其可用性进行了评估。MagicCup是一种手持输入设备,它使用一个真正的杯子作为控制界面。它与传统魔杖的不同之处在于,它可以用来执行“覆盖”操作,与虚拟物体进行交互。为了评估其基本特征,我们将“覆盖”交互方法与传统魔杖的相应方法(如“指向”和“触摸”)进行了比较。MagicCup允许用户选择一个虚拟的物体,用杯子盖住它,然后把它举起来。相比之下,指针和触摸棒允许用户分别通过指向、按下按钮或触摸来选择对象。实验结果表明,不同的相互作用方式会产生不同的基本特性。MagicCup适合从几个分散的小物体中选择一个物体。相比之下,指向和触摸棒适用于从几个小的、紧密排列的物体中选择一个物体。此外,我们还详细描述了MagicCup和其他魔杖的优点。
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引用次数: 2
Poster: A hybrid direct visual editing method for architectural massing study in virtual environments 海报:虚拟环境下建筑体量研究的一种混合直接视觉编辑方法
Pub Date : 2009-03-14 DOI: 10.1109/3DUI.2009.4811227
Jing Chen, D. Bowman, D. Laidlaw
We present a hybrid user interface and gesture-based direct visual editing techniques for quick and rough object creation and manipulation in three-dimensional (3D) virtual environments (VEs). The user interface includes a novel table-prop to resemble an architect's physical workbench. A tracked pinch glove and a stylus pen provide both rough and fingertip level precise spatial input. For quick placement, objects do not float in space, but instead obey a set of constrained physics laws. Experimental results indicate our design is effective for architectural massing study. Our work contributes to the hardware system design and novel gesture-based interaction techniques, which have the potential to bring VEs into practical use in architecture.
我们提出了一种混合用户界面和基于手势的直接视觉编辑技术,用于在三维(3D)虚拟环境(VEs)中快速和粗略地创建和操作对象。用户界面包括一个新颖的table-prop,类似于架构师的物理工作台。跟踪捏手套和触控笔提供粗糙和指尖级别的精确空间输入。为了快速放置,物体不会在空间中漂浮,而是遵循一组受限的物理定律。实验结果表明,该设计对建筑体量的研究是有效的。我们的工作有助于硬件系统设计和新颖的基于手势的交互技术,这些技术有可能将虚拟现实应用于建筑中。
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引用次数: 4
Demo: Teaching letter writing using a programmable haptic device interface for children with handwriting difficulties 演示:使用可编程触觉设备界面为书写困难的儿童教授字母书写
Pub Date : 1900-01-01 DOI: 10.1109/3DUI.2009.4811234
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.
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。
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引用次数: 5
期刊
2009 IEEE Symposium on 3D User Interfaces
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