62,100 research outputs found
A Framework for Designing 3d Virtual Environments
The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.\u
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3D (embodied) projection mapping and sensing bodies : a study in interactive dance performance
This dissertation identifies the synergies between physical and virtual environments when designing for immersive experiences in interactive dance performances. The integration of virtual information in physical space is transforming our interactions and experiences with the world. By using the body and creative expression as the interface between real and virtual worlds, dance performance creates a privileged framework to research and design interactive mixed reality environments and immersive augmented architectures. The research is primarily situated in the fields of visual art and interaction design. It combines performance with transdisciplinary fields and intertwines practice with theory. The theoretical and conceptual implications involved in designing and experiencing immersive hybrid environments are analyzed using the realityâvirtuality continuum. These theories helped frame the ways augmented reality architectures are achieved through the integration of dance performance with digital software and reception displays. They also helped identify the main artistic affordances and restrictions in the design of augmented reality and augmented virtuality environments for live performance. These pervasive media architectures were materialized in three field experiments, the live dance performances. Each performance was created in three different stages of conception, design and production. The first stage was to âdigitizeâ the performerâs movement and brain activity to the virtual environment and our system. This was accomplished through the use of depth sensor cameras, 3D motion capture, and brain computer interfaces. The second stage was the creation of the computational architecture and software that aggregates the connections and mapping between the physical body and the spatial dynamics of the virtual environment. This process created real-time interactions between the performerâs behavior and motion and the real-time generative computer 3D graphics. Finally, the third stage consisted of the output modality: 3D projector based augmentation techniques were adopted in order to overlay the virtual environment onto physical space. This thesis proposes and lays out theoretical, technical, and artistic frameworks between 3D digital environments and moving bodies in dance performance. By sensing the body and the brain with the 3D virtual environments, new layers of augmentation and interactions are established, and ultimately this generates mixed reality environments for embodied improvisational self-expression.Radio-Television-Fil
Automatic generation of computer animated sequences based on human behaviour modelling
This paper presents a complete framework to automatically generate synthetic image sequences by designing and simulating complex human behaviors in virtual environments. Given an initial state of a virtual agent, a simulation process generates posterior synthetic states by means of precomputed human motion and behavior models, taking into account the relationships of such an agent w.r.t its environment at each frame step. The resulting status sequence is further visualized into a virtual scene using a 3D graphic engine. Conceptual knowledge about human behavior patterns is represented using the Situation Graph Tree formalism and a rule-based inference system called F-Limette. Results obtained are very helpful for testing human interaction with real environments, such as a pedestrian crossing scenario, and for virtual storytelling, to automatically generate animated sequences.Peer Reviewe
A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment
As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments
Toward a Semiotic Framework for Using Technology in Mathematics Education: The Case of Learning 3D Geometry
This paper proposes and examines a semiotic framework to inform the use of technology in mathematics education. Semiotics asserts that all cognition is irreducibly triadic, of the nature of a sign, fallible, and thoroughly immersed in a continuing process of interpretation (Halton, 1992). Mathematical meaning-making or meaningful knowledge construction is a continuing process of interpretation within multiple semiotic resources including typological, topological, and social-actional resources. Based on this semiotic framework, an application named VRMath has been developed to facilitate the learning of 3D geometry. VRMath utilises innovative virtual reality (VR) technology and integrates many semiotic resources to form a virtual reality learning environment (VRLE) as well as a mathematical microworld (Edwards, 1995) for learning 3D geometry. The semiotic framework and VRMath are both now being evaluated and will be re-examined continuously
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Modelling 3D product visualisation for online retail atmospherics
Purpose: The Stimulus (S) Organism (O) Responses (R) paradigm has been extensively studied in conventional retailing but has received little attention in the online context. This study aims to investigate the effects of an online retailer atmospheric using three dimensional (3D) product visualisation.
Design/methods/approach: We operationalise 3D antecedents, the main online atmospheric cues, as the âstimulusâ (S) that attracts consumersâ attention towards the online retailer, authenticity of the 3D, hedonic and utilitarian value as the âorganismâ (O) part, and consumersâ behavioural intention as the âresponsesâ (R) part. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations.
Findings: The control and animated colours represent the main stimuli (S). Furthermore, 3D authenticity, hedonic and utilitarian values are the main determinants of behavioural intentions. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid.
Practical implications: Retail website designers can contribute to enhancing consumersâ virtual experience by focusing more on utilitarian and hedonic value. Any 3D flash should include the essential information that consumers seek and consumers should be able to click to any part of the 3D flash to access further information.
Originality/values: To the best of the authorsâ knowledge, this research is the first in the U.K. that uses a U.K. sample to investigate the effects of using 3D product visualisation on consumersâ perceptions and responses. Our research makes an important contribution to the online atmospheric literature by providing a rich explanation of how authenticity of the 3D virtual models adds more information, fun and enhances consumersâ responses towards the online retailer
Automatic generation of computer animated sequences based on human behaviour modelling
Presentado a la International Conference in Computer Graphics and Artificial Intelligence (3IA), 2007, Athens (Greece).This paper presents a complete framework to automatically generate synthetic image sequences by designing and simulating complex human behaviors in virtual environments. Given an initial state of a virtual agent, a simulation process generates posterior synthetic states by means of precomputed human motion and behavior models, taking into account the relationships of such an agent w.r.t its environment at each frame step. The resulting status sequence is further visualized into a virtual scene using a 3D graphic engine. Conceptual knowledge about human behavior patterns is represented using the Situation Graph Tree formalism and a rule-based inference system called F-Limette. Results obtained are very helpful for testing human interaction with real environments, such as a pedestrian crossing scenario, and for virtual storytelling, to automatically generate animated sequences.This work was supported by the project 'Integration of robust perception, learning, and navigation systems in mobile robotics' (J-0929).This work has been supported by EC grants IST-027110 for the HERMES project and IST-045547 for the VIDI-Video project, and by the Spanish MEC under projects TIN2006-14606 and DPI-2004-5414. Jordi GonzĂ lez also acknowledges the support of a Juan de la Cierva Postdoctoral fellowship from the Spanish MEC.Peer Reviewe
An Introduction to 3D User Interface Design
3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article
Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface
Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices
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