双用户场景中的虚拟与现实指向

Holger Salzmann, Mathias Moehring, B. Fröhlich
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引用次数: 18

摘要

我们正在研究一种基于投影的立体双用户系统在汽车工业中的应用。在本文中,我们比较了现实世界中的指向和双用户场景中的虚拟对象的指向。在我们的研究中,我们调查了以下情况:一个用户指着一个物体,而另一个人必须猜测所引用的物体。我们的研究结果表明,即使在校准良好的立体双用户系统中,指向虚拟世界中的物体也比指向现实世界中的物体要精确得多。与现实世界的相应技术相比,像勾勒物体轮廓或远距离指向等指向技术会产生更多的错误,但它们比需要触摸虚拟物体的交互更容易出错。我们的发现是在基于多用户投影的系统中验证直接交互技术的第一步。
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Virtual vs. Real-World Pointing in Two-User Scenarios
We are investigating the utility of a projection-based stereoscopic two-user system for applications in the automotive industry. In this paper we compare real-world pointing to pointing at virtual objects in a two-user scenario. In our study we investigated the following situation: One user points at an object while the second person has to guess the referenced object. Our results indicate that pointing at objects in a virtual world is much less precise than pointing in the real world even for a well calibrated stereoscopic two-user system. Pointing techniques like outlining an object or pointing from a distance produce more errors than the corresponding real-world techniques, but they are less error prone than interactions requiring to touch a virtual object. Our findings are a first step to qualify direct interaction techniques in a multi-user projection-based system.
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