2,166 research outputs found

    Cooperative object manipulation in collaborative virtual environments

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    Two-step techniques for accurate selection of small elements in VR environments

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    One of the key interactions in 3D environments is target acquisition, which can be challenging when targets are small or in cluttered scenes. Here, incorrect elements may be selected, leading to frustration and wasted time. The accuracy is further hindered by the physical act of selection itself, typically involving pressing a button. This action reduces stability, increasing the likelihood of erroneous target acquisition. We focused on molecular visualization and on the challenge of selecting atoms, rendered as small spheres. We present two techniques that improve upon previous progressive selection techniques. They facilitate the acquisition of neighbors after an initial selection, providing a more comfortable experience compared to using classical ray-based selection, particularly with occluded elements. We conducted a pilot study followed by two formal user studies. The results indicated that our approaches were highly appreciated by the participants. These techniques could be suitable for other crowded environments as well.This paper has been supported by TIN2017-88515-C2-1-R (GEN3DLIVE), from the Spanish Ministerio de Economía y Competitividad and PID2021-122136OB-C21 from the Ministerio de Ciencia e Innovación, Spain, by 839 FEDER (EU) funds. Elena Molina has been supported by FI-SDUR doctoral grant from Generalitat de Catalunya, and FPU grant from the Ministerio de Ciencia e Innovación, Spain .Peer ReviewedPostprint (published version

    Gaze modulated disambiguation technique for gesture control in 3D virtual objects selection

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    © 2017 IEEE. Inputs with multimodal information provide more natural ways to interact with virtual 3D environment. An emerging technique that integrates gaze modulated pointing with mid-air gesture control enables fast target acquisition and rich control expressions. The performance of this technique relies on the eye tracking accuracy which is not comparable with the traditional pointing techniques (e.g., mouse) yet. This will cause troubles when fine grainy interactions are required, such as selecting in a dense virtual scene where proximity and occlusion are prone to occur. This paper proposes a coarse-to-fine solution to compensate the degradation introduced by eye tracking inaccuracy using a gaze cone to detect ambiguity and then a gaze probe for decluttering. It is tested in a comparative experiment which involves 12 participants with 3240 runs. The results show that the proposed technique enhanced the selection accuracy and user experience but it is still with a potential to be improved in efficiency. This study contributes to providing a robust multimodal interface design supported by both eye tracking and mid-air gesture control

    RGB-D-based Action Recognition Datasets: A Survey

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    Human action recognition from RGB-D (Red, Green, Blue and Depth) data has attracted increasing attention since the first work reported in 2010. Over this period, many benchmark datasets have been created to facilitate the development and evaluation of new algorithms. This raises the question of which dataset to select and how to use it in providing a fair and objective comparative evaluation against state-of-the-art methods. To address this issue, this paper provides a comprehensive review of the most commonly used action recognition related RGB-D video datasets, including 27 single-view datasets, 10 multi-view datasets, and 7 multi-person datasets. The detailed information and analysis of these datasets is a useful resource in guiding insightful selection of datasets for future research. In addition, the issues with current algorithm evaluation vis-\'{a}-vis limitations of the available datasets and evaluation protocols are also highlighted; resulting in a number of recommendations for collection of new datasets and use of evaluation protocols

    On the Benefits of Using Constant Visual Angle Glyphs in Interactive Exploration of 3D Scatterplots

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    A Voice and Pointing Gesture Interaction System for Supporting Human Spontaneous Decisions in Autonomous Cars

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    Autonomous cars are expected to improve road safety, traffic and mobility. It is projected that in the next 20-30 years fully autonomous vehicles will be on the market. The advancement on the research and development of this technology will allow the disengagement of humans from the driving task, which will be responsibility of the vehicle intelligence. In this scenario new vehicle interior designs are proposed, enabling more flexible human vehicle interactions inside them. In addition, as some important stakeholders propose, control elements such as the steering wheel and accelerator and brake pedals may not be needed any longer. However, this user control disengagement is one of the main issues related with the user acceptance of this technology. Users do not seem to be comfortable with the idea of giving all the decision power to the vehicle. In addition, there can be location awareness situations where the user makes a spontaneous decision and requires some type of vehicle control. Such is the case of stopping at a particular point of interest or taking a detour in the pre-calculated autonomous route of the car. Vehicle manufacturers\u27 maintain the steering wheel as a control element, allowing the driver to take over the vehicle if needed or wanted. This causes a constraint in the previously mentioned human vehicle interaction flexibility. Thus, there is an unsolved dilemma between providing users enough control over the autonomous vehicle and route so they can make spontaneous decision, and interaction flexibility inside the car. This dissertation proposes the use of a voice and pointing gesture human vehicle interaction system to solve this dilemma. Voice and pointing gestures have been identified as natural interaction techniques to guide and command mobile robots, potentially providing the needed user control over the car. On the other hand, they can be executed anywhere inside the vehicle, enabling interaction flexibility. The objective of this dissertation is to provide a strategy to support this system. For this, a method based on pointing rays intersections for the computation of the point of interest (POI) that the user is pointing to is developed. Simulation results show that this POI computation method outperforms the traditional ray-casting based by 76.5% in cluttered environments and 36.25% in combined cluttered and non-cluttered scenarios. The whole system is developed and demonstrated using a robotics simulator framework. The simulations show how voice and pointing commands performed by the user update the predefined autonomous path, based on the recognized command semantics. In addition, a dialog feedback strategy is proposed to solve conflicting situations such as ambiguity in the POI identification. This additional step is able to solve all the previously mentioned POI computation inaccuracies. In addition, it allows the user to confirm, correct or reject the performed commands in case the system misunderstands them
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