6,430 research outputs found

    3DTouch: A wearable 3D input device with an optical sensor and a 9-DOF inertial measurement unit

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    We present 3DTouch, a novel 3D wearable input device worn on the fingertip for 3D manipulation tasks. 3DTouch is designed to fill the missing gap of a 3D input device that is self-contained, mobile, and universally working across various 3D platforms. This paper presents a low-cost solution to designing and implementing such a device. Our approach relies on relative positioning technique using an optical laser sensor and a 9-DOF inertial measurement unit. 3DTouch is self-contained, and designed to universally work on various 3D platforms. The device employs touch input for the benefits of passive haptic feedback, and movement stability. On the other hand, with touch interaction, 3DTouch is conceptually less fatiguing to use over many hours than 3D spatial input devices. We propose a set of 3D interaction techniques including selection, translation, and rotation using 3DTouch. An evaluation also demonstrates the device's tracking accuracy of 1.10 mm and 2.33 degrees for subtle touch interaction in 3D space. Modular solutions like 3DTouch opens up a whole new design space for interaction techniques to further develop on.Comment: 8 pages, 7 figure

    The Immersive Education Laboratory: understanding affordances, structuring experiences, and creating constructivist, collaborative processes, in mixed-reality smart environments

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    In this paper we describe how the iClassroom and other technologies are providing the testbed through which we are able to design, develop, and research future intelligent environments. We describe the process of distinguishing between the technical and pedagogical aspects of immersive learning environments, while simultaneously considering both in the redefinition of effective intelligent learning spaces. This paper describes how our laboratory is working on specific projects that increase our understanding of the distinct advantages of technical design elements, like immersive visual displays, and pedagogical design elements that need to be in place as we go through the process of structuring learning situations that create constructivist, collaborative experiences. We describe specific technologies and their design across these multiple dimensions and the ways in which they are helping us better understand how to maximize technological affordances for increased positive learning outcomes. Finally, through this design research process, as we begin to better understand the affordances and iteratively create design guidelines, our hope is that eventually a prescriptive framework emerges that informs both the practice of embedded technology development and the deliberate incorporation of technical attributes into both the educational space and the pedagogy through which students learn

    Improved user experience with realistic virtual environments and environmental states

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    Abstract. Virtual reality has been a topic of keen research for last three decades. Recent advances on display technology and wireless network systems combined with easily maintainable and expandable social networks allow more pervasive experiences and better collaboration than ever before. Still the virtual reality remains as rarely used resource and a niche form of entertainment. Virtual Reality is still far from its Science Fiction epitome. Sci-fi presents virtual reality as a ubiquitous technology that generally provides an immersive experience that transforms the concept of communication and collaboration by taking the user into completely another reality. Thanks to leaps in technology, users can experience previously unseen levels of resolution with minimal network lag on consumer priced products. Despite of this VR technology has not caught on. From users’ perspective, this is affected by user experience. This thesis sets out to discover use cases for realistic virtual environments and states and issues in user experience affecting adoption. It will also take a look on different hindrances and difficulties concerning the mass adaption of virtual reality tools and applications.Realististen virtuaaliympäristöjen ja tilojen käyttö käyttäjäkokemuksen parantamiseen. Tiivistelmä. Virtuaalitodellisuutta on tutkittu vilkkaasti 80-luvulta saakka. Näyttöteknologian ja langattomien verkkojärjestelmien viimeaikainen kehitys yhdessä helposti ylläpidettävien ja laajennettavien sosiaalisten verkostojen kanssa mahdollistavat aiempaa kokonaisvaltaisempia kokemuksia ja yhteistyömahdollisuuksia. Tästä huolimatta virtuaalitodellisuus pysyy edelleen harvoin käytettynä resurssina ja viihteen erikoismuotona. Virtuaalitodellisuus on edelleen kaukana sci-fi visualistien haaveesta: kaikkialla läsnäolevana, ubiikkina teknologiana, joka tarjoaa mukaansatempaavia ja ainutlaatuisia kokemuksia, sekä muuttaa käsitystämme sosiaalisesta kanssakäynnistä. Uusimmat teknologiat tarjoavat käyttäjälle ennennäkemättömän korkearesoluutioista kuvaa ja minimaalista verkkoviivettä kuluttajahintaisilla laitteilla. Tästäkään huolimatta suuri yleisö ei ole lämminnyt VR-teknologialle. Käyttäjän näkökulmasta tähän vaikuttaa suuresti käyttökokemus. Tämä tutkimus käsittelee realististen virtuaaliympäristöjen ja -tilojen vaikutusta käyttäjäkokemukseen, sekä ottaa kantaa erilaisiin esteisiin ja hankaluuksiin virtuaaliteknologian leviämisessä suuren yleisön suosioon

    Model and Tools for Integrating IoT into Mixed Reality Environments: Towards a Virtual-Real Seamless Continuum

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    International audienceThis paper introduces a new software model and new tools for managing indoor smart environments (smart home, smart building , smart factories, etc.) thanks to MR technologies. Our fully-integrated solution is mainly based on a software modelization of connected objects used to manage them independently from their actual nature: these objects can be simulated or real. Based on this model our goal is to create a continuum between a real smart environment and its 3D digital twin in order to simulate and manipulate it. Therefore, two kinds of tools are introduced to leverage this model. First, we introduce two complementary tools, an AR and a VR one, for the creation of the digital twin of a given smart environment. Secondly, we propose 3D interactions and dedicated metaphors for the creation of automation scenarios in the same VR application. These scenarios are then converted to a Petri-net based model that can be edited later by expert users. Adjusting the parameters of our model allows to navigate on the continuum in order to use the digital twin for simulation, deployment and real/virtual synchronization purposes. These different contributions and their benefits are illustrated thanks to the automation configuration of a room in our lab

    Digital factory – virtual reality environments for industrial training and maintenance

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    This study evaluates the use of virtual reality (VR) platforms, which is an integrated part of the digital factory for an industrial training and maintenance system. The digital factory-based VR platform provides an intuitive and immersive human–computer interface, which can be an efficient tool for industrial training and maintenance services. The outcomes from this study suggested that use of the VR platform for training and maintenance of complex industrial tasks should be encouraged and use of the VR platform for that purpose should be further evaluated. This paper highlighted the generic concept of the application of virtual reality technique within the digital factory to industrial maintenance and to build a low-cost VR application for a training and maintenance system. An application case on virtual reality technique in a power plant operations and maintenance is demonstrated within the scope of this research. Overall research implications on virtual reality concept in industrial applications are concluded with future research directions.fi=vertaisarvioitu|en=peerReviewed
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