4 research outputs found

    Hybrid Virtual Reality Touch Table : An immersive collaborative platform for public explanatory use of cultural objects and sites.

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    In this work we present an interactive and immersive solution for scientific data exploration which target visitors to museums and science centers, where the visitors themselves can conduct self-guided tours of scientific data, such as 3D scans of objects with cultural, historical or archaeological importance. The solution consist of a interactive multi-touch table with intuitive user interfaces, combined with head-mounted display and optional wireless controller. A visitor can explore the scientific data, but also a virtually created environment of the historical object(s), where found and acquired, which may be impossible for the visitor to visit and explore in real life. Visitors can work together to explore the data in close detail as well as guide other visitors in an explanatory manor. This interactive learning experience is designed to be versatile and suitable for visitors of various ages or with disabilities, by combining numerous views of the data as well as numerous interaction techniques to explore the data. Our approach and realization was created for the use case of an exploration application with reconstructed data of a sunken 16th century ship, which physically still lies on the seabed. Our motivation to create interactive stories along with as useful explanatory tool for domain experts lead us to this multi-purpose approach

    The State of the Art of Spatial Interfaces for 3D Visualization

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    International audienceWe survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under-explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction

    Computational interaction techniques for 3D selection, manipulation and navigation in immersive VR

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    3D interaction provides a natural interplay for HCI. Many techniques involving diverse sets of hardware and software components have been proposed, which has generated an explosion of Interaction Techniques (ITes), Interactive Tasks (ITas) and input devices, increasing thus the heterogeneity of tools in 3D User Interfaces (3DUIs). Moreover, most of those techniques are based on general formulations that fail in fully exploiting human capabilities for interaction. This is because while 3D interaction enables naturalness, it also produces complexity and limitations when using 3DUIs. In this thesis, we aim to generate approaches that better exploit the high potential human capabilities for interaction by combining human factors, mathematical formalizations and computational methods. Our approach is focussed on the exploration of the close coupling between specific ITes and ITas while addressing common issues of 3D interactions. We specifically focused on the stages of interaction within Basic Interaction Tasks (BITas) i.e., data input, manipulation, navigation and selection. Common limitations of these tasks are: (1) the complexity of mapping generation for input devices, (2) fatigue in mid-air object manipulation, (3) space constraints in VR navigation; and (4) low accuracy in 3D mid-air selection. Along with two chapters of introduction and background, this thesis presents five main works. Chapter 3 focusses on the design of mid-air gesture mappings based on human tacit knowledge. Chapter 4 presents a solution to address user fatigue in mid-air object manipulation. Chapter 5 is focused on addressing space limitations in VR navigation. Chapter 6 describes an analysis and a correction method to address Drift effects involved in scale-adaptive VR navigation; and Chapter 7 presents a hybrid technique 3D/2D that allows for precise selection of virtual objects in highly dense environments (e.g., point clouds). Finally, we conclude discussing how the contributions obtained from this exploration, provide techniques and guidelines to design more natural 3DUIs
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