5,282 research outputs found

    A study of event traffic during the shared manipulation of objects within a collaborative virtual environment

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    Event management must balance consistency and responsiveness above the requirements of shared object interaction within a Collaborative Virtual Environment (CVE) system. An understanding of the event traffic during collaborative tasks helps in the design of all aspects of a CVE system. The application, user activity, the display interface, and the network resources, all play a part in determining the characteristics of event management. Linked cubic displays lend themselves well to supporting natural social human communication between remote users. To allow users to communicate naturally and subconsciously, continuous and detailed tracking is necessary. This, however, is hard to balance with the real-time consistency constraints of general shared object interaction. This paper aims to explain these issues through a detailed examination of event traffic produced by a typical CVE, using both immersive and desktop displays, while supporting a variety of collaborative activities. We analyze event traffic during a highly collaborative task requiring various forms of shared object manipulation, including the concurrent manipulation of a shared object. Event sources are categorized and the influence of the form of object sharing as well as the display device interface are detailed. With the presented findings the paper wishes to aid the design of future systems

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    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

    An Introduction to 3D User Interface Design

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    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

    Constructing a gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality

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    Many tasks require teamwork. Team members may work concurrently, but there must be some occasions of coming together. Collaborative virtual environments (CVEs) allow distributed teams to come together across distance to share a task. Studies of CVE systems have tended to focus on the sense of presence or copresence with other people. They have avoided studying close interaction between us-ers, such as the shared manipulation of objects, because CVEs suffer from inherent network delays and often have cumbersome user interfaces. Little is known about the ef-fectiveness of collaboration in tasks requiring various forms of object sharing and, in particular, the concurrent manipu-lation of objects. This paper investigates the effectiveness of supporting teamwork among a geographically distributed group in a task that requires the shared manipulation of objects. To complete the task, users must share objects through con-current manipulation of both the same and distinct at-tributes. The effectiveness of teamwork is measured in terms of time taken to achieve each step, as well as the impression of users. The effect of interface is examined by comparing various combinations of walk-in cubic immersive projection technology (IPT) displays and desktop devices

    Space Station Human Factors Research Review. Volume 4: Inhouse Advanced Development and Research

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    A variety of human factors studies related to space station design are presented. Subjects include proximity operations and window design, spatial perceptual issues regarding displays, image management, workload research, spatial cognition, virtual interface, fault diagnosis in orbital refueling, and error tolerance and procedure aids

    Interaction Styles in Tools for Developing Virtual Environments

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    The effects of belongingness on the Simultaneous Lightness Contrast: A virtual reality study

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    Simultaneous Lightness Contrast (SLC) is the phenomenon whereby a grey patch on a dark background appears lighter than an equal patch on a light background. Interestingly, the lightness difference between these patches undergoes substantial augmentation when the two backgrounds are patterned, thereby forming the articulated-SLC display. There are two main interpretations of these phenomena: The midlevel interpretation maintains that the visual system groups the luminance within a set of contiguous frameworks, whilst the high-level one claims that the visual system splits the luminance into separate overlapping layers corresponding to separate physical contributions. This research aimed to test these two interpretations by systematically manipulating the viewing distance and the horizontal distance between the backgrounds of both the articulated and plain SLC displays. An immersive 3D Virtual Reality system was employed to reproduce identical alignment and distances, as well as isolating participants from interfering luminance. Results showed that reducing the viewing distance resulted in increased contrast in both the plain- and articulated-SLC displays and that, increasing the horizontal distance between the backgrounds resulted in decreased contrast in the articulated condition but increased contrast in the plain condition. These results suggest that a comprehensive lightness theory should combine the two interpretations
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