374 research outputs found

    Design and Evaluation of Menu Systems for Immersive Virtual Environments

    Get PDF
    Interfaces for system control tasks in virtual environments (VEs) have not been extensively studied. This paper focuses on various types of menu systems to be used in such environments. We describe the design of the TULIP menu, a menu system using Pinch Gloves™, and compare it to two common alternatives: floating menus and pen and tablet menus. These three menus were compared in an empirical evaluation. The pen and tablet menu was found to be significantly faster, while users had a preference for TULIP. Subjective discomfort levels were also higher with the floating menus and pen and tablet

    How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies

    Get PDF
    The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefts over the state-of-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate fndings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them.We also identify research directions for improving evaluation methods and ofer ideas for how to make studies more ecologically valid and rigorous.</p

    How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies

    Get PDF
    The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefts over the state-of-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate fndings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them.We also identify research directions for improving evaluation methods and ofer ideas for how to make studies more ecologically valid and rigorous.</p

    Combining Interaction Techniques and Display Types for Virtual Reality

    Get PDF
    Full and partial immersion in virtual reality are fundamental different user experiences: partial immersion supports the feeling of “looking at ” a virtual environment while full immersion supports the feeling of “being in ” that environment. Working with a range of interactive virtual reality applications using different display systems we have found that the use of six-sided caves and panoramic displays results in different requirements to interaction techniques. These can be related to specific categories of interaction: orientating, moving and acting. In this paper I present a framework for the evaluation and design of interaction techniques for virtual reality focusing on the relations between interaction techniques and display types

    Usability Evaluation in Virtual Environments: Classification and Comparison of Methods

    Get PDF
    Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation

    Interaction: Full and partial Immersive Virtual Reality Displays

    Get PDF

    Design methodology for 360-degree immersive video applications

    Get PDF
    360-degree immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction, and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) is related to cybersickness effects imposing further implications in moderate motion design tasks. This research project provides a systematic methodological approach in addressing those challenges and implications in 360-degree immersive video applications design. By studying and analysing methods and techniques efficiently used in the area of VR and Games design, a rigorous methodological design process is proposed. This process is introduced by the specification of the iVID (Immersive Video Interaction Design) framework. The efficiency of the iVID framework and the design methods and techniques it proposes is evaluated through two phases of user studies. Two different 360-degree immersive video prototypes have been created to serve the studies purposes. The analysis of the purposes of the studies ed to the definition of a set of design guidelines to be followed along with the iVID framework for designing 360-degree video-based experiences that are engaging and immersive

    Cyber physical approach and framework for micro devices assembly

    Get PDF
    The emergence of Cyber Physical Systems (CPS) and Internet-of-Things (IoT) based principles and technologies holds the potential to facilitate global collaboration in various fields of engineering. Micro Devices Assembly (MDA) is an emerging domain involving the assembly of micron sized objects and devices. In this dissertation, the focus of the research is the design of a Cyber Physical approach for the assembly of micro devices. A collaborative framework comprising of cyber and physical components linked using the Internet has been developed to accomplish a targeted set of MDA life cycle activities which include assembly planning, path planning, Virtual Reality (VR) based assembly analysis, command generation and physical assembly. Genetic algorithm and modified insertion algorithm based methods have been proposed to support assembly planning activities. Advanced VR based environments have been designed to support assembly analysis where plans can be proposed, compared and validated. The potential of next generation Global Environment for Network Innovation (GENI) networking technologies has also been explored to support distributed collaborations involving VR-based environments. The feasibility of the cyber physical approach has been demonstrated by implementing the cyber physical components which collaborate to assemble micro designs. The case studies conducted underscore the ability of the developed Cyber Physical approach and framework to support distributed collaborative activities for MDA process contexts
    corecore