39 research outputs found
Design and Evaluation of Menu Systems for Immersive Virtual Environments
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
Pinch Keyboard: Natural Text Input for Immersive Virtual Environments
Text entry may be needed for system control tasks in immersive virtual environments, but no efficient and usable techniques exist. We present the pinch keyboard interaction technique, which simulates a standard QWERTY keyboard using Pinch Gloves™ and 6 DOF trackers. The system includes visual and auditory feedback and a simple method of calibration
Human factors consideration in the interaction process with virtual environment
Newrequirements are needed by industry for computer aided design (CAD) data. Some techniques of CAD data management and the computer power unit capabilities enable an extraction of a virtual mock-up for an interactive use. CAD data may also be distributed and shared by different designers in various parts of the world (in the same company and with subcontractors). The use of digital mock-up is not limited to the mechanical design of the product but is dedicated to a maximum number of trades in industry. One of the main issues is to enable the evaluation of the product without any physical representation of the product but based on its virtual representation. In that objective, most of main actors in industry domain use virtual reality technologies. These technologies consist basically in enabling the designer to perceive the product in design process. This perception has to be rendered to guarantee that the evaluation process is done as in a real condition. The perception is the fruit of alchemy between the user and the VR technologies. Thus, in the experiment design, the whole system human-VR technology has to be considered
Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual Environments
Usable three-dimensional (3D) interaction techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and interaction techniques. We present an analysis of Pinch Gloves™ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable interaction techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these techniques
A First Step Towards Nuance-Oriented Interfaces for Virtual Environments
Designing usable interfaces for virtual environments (VEs) is not a trivial task. Much of the difficulty stems from the complexity and volume of the input data. Many VEs, in the creation of their interfaces, ignore much of the input data as a result of this. Using machine learning (ML), we introduce the notion of a nuance that can be used to increase the precision and power of a VE interface. An experiment verifying the existence of nuances using a neural network (NN) is discussed and a listing of guidelines to follow is given. We also review reasons why traditional ML techniques are difficult to apply to this problem
Human factors consideration in the interaction process with virtual environment
International audienceNew requirements are needed by industry for computer aided design (CAD) data. Some techniques of CAD data management and the computer power unit capabilities enable an extraction of a virtual mock-up for an interactive use. CAD data may also be distributed and shared by different designers in various parts of the world (in the same company and with subcontractors). The use of digital mock-up is not limited to the mechanical design of the product but is dedicated to a maximum number of trades in industry. One of the main issues is to enable the evaluation of the product without any physical representation of the product but based on its virtual representation. In that objective, most of main actors in industry domain use virtual reality technologies. These technologies consist basically in enabling the designer to perceive the product in design process. This perception has to be rendered to guarantee that the evaluation process is done as in a real condition. The perception is the fruit of alchemy between the user and the VR technologies. Thus, in the experiment design, the whole system human-VR technology has to be considered
Feasibility Study of Ubiquitous Interaction Concepts
AbstractThere are all sorts of consumer electronics in a home environment. Using “apps” to interact with each device is neither feasible nor practical in an ubicomp future. Prototyping and evaluating interaction concepts for this future is a challenge. This paper proposes four concepts for device discovery and device interaction implemented in a virtual environment. The interaction concepts were compared in a controlled experiment for evaluation and comparison.Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively.Overall, the results indicate that the proposed interaction concepts were found natural and easy to use
Exploring the Front Touch Interface for Virtual Reality Headsets
In this paper, we propose a new interface for virtual reality headset: a
touchpad in front of the headset. To demonstrate the feasibility of the front
touch interface, we built a prototype device, explored VR UI design space
expansion, and performed various user studies. We started with preliminary
tests to see how intuitively and accurately people can interact with the front
touchpad. Then, we further experimented various user interfaces such as a
binary selection, a typical menu layout, and a keyboard. Two-Finger and
Drag-n-Tap were also explored to find the appropriate selection technique. As a
low-cost, light-weight, and in low power budget technology, a touch sensor can
make an ideal interface for mobile headset. Also, front touch area can be large
enough to allow wide range of interaction types such as multi-finger
interactions. With this novel front touch interface, we paved a way to new
virtual reality interaction methods
Snap2Diverse: Coordinating Information Visualizations and Virtual Environments
The field of Information Visualization is concerned with improving with how users perceive, understand, and interact with visual representations of data sets. Immersive Virtual Environments (VEs) excel at providing researchers and designers a greater comprehension of the spatial features and relations of their data, models, and scenes. This project addresses the intersection of these two fields where information is visualized in a virtual environment. Specifically we are interested in visualizing abstract information in relation to spatial information in the context of a virtual environment. We describe a set of design issues for this type of integrated visualization and demonstrate a coordinated, multiple-views system supporting 2D and 3D visualization tasks such as overview, navigation, details-on-demand, and brushing-and-linking selection. Software architecture issues are discussed with details of our implementation applied to the domain of chemical information and visualization. Lastly, we subject our system to an informal usability evaluation and identify usability issues with interaction and navigation that may guide future work in these situations