54 research outputs found

    Multimodal metaphors for generic interaction tasks in virtual environments

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    Virtual Reality (VR) Systeme bieten zusätzliche Ein- und Ausgabekanäle für die Interaktion zwischen Mensch und Computer in virtuellen Umgebungen. Solche VR Technologien ermöglichen den Anwendern bessere Einblicke in hochkomplexe Datenmengen, stellen allerdings auch hohe Anforderungen an den Benutzer bezüglich der Fähigkeiten mit virtuellen Objekten zu interagieren. In dieser Arbeit werden sowohl die Entwicklung und Evaluierung neuer multimodaler Interaktionsmetaphern für generische Interaktionsaufgaben in virtuellen Umgebungen vorgestellt und diskutiert. Anhand eines VR Systems wird der Einsatz dieser Konzepte an zwei Fallbeispielen aus den Domänen der 3D-Stadtvisualisierung und seismischen Volumendarstellung aufgezeigt

    Evaluating 3D pointing techniques

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    "This dissertation investigates various issues related to the empirical evaluation of 3D pointing interfaces. In this context, the term ""3D pointing"" is appropriated from analogous 2D pointing literature to refer to 3D point selection tasks, i.e., specifying a target in three-dimensional space. Such pointing interfaces are required for interaction with virtual 3D environments, e.g., in computer games and virtual reality. Researchers have developed and empirically evaluated many such techniques. Yet, several technical issues and human factors complicate evaluation. Moreover, results tend not to be directly comparable between experiments, as these experiments usually use different methodologies and measures. Based on well-established methods for comparing 2D pointing interfaces this dissertation investigates different aspects of 3D pointing. The main objective of this work is to establish methods for the direct and fair comparisons between 2D and 3D pointing interfaces. This dissertation proposes and then validates an experimental paradigm for evaluating 3D interaction techniques that rely on pointing. It also investigates some technical considerations such as latency and device noise. Results show that the mouse outperforms (between 10% and 60%) other 3D input techniques in all tested conditions. Moreover, a monoscopic cursor tends to perform better than a stereo cursor when using stereo display, by as much as 30% for deep targets. Results suggest that common 3D pointing techniques are best modelled by first projecting target parameters (i.e., distance and size) to the screen plane.

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Effects of physical, non-immersive virtual, and immersive virtual store environments on consumers’ perceptions and purchase behavior

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    The application of virtual reality in human activities has been rapidly growing during the last decade. Shopping for food is an important part of people’s daily lives. As overnight delivery services of fresh produce, such as Amazon Fresh, are in their development stage, more studies on virtual stores for perishable products are needed, as the quality of fruits and vegetables (FaVs) cannot be easily assessed by consumers when virtual stores are used. This research examines the impact of a physical store, a non-immersive virtual store, and an immersive virtual store environment on consumers’ perceptions and purchase behavior toward FaVs. Experimental betweensubjects design (i.e., three groups), combined with a questionnaire survey (after-only design), was used to address the study objectives. The research found that consumers’ perceptions of FaVs in both non-immersive and immersive virtual stores (VS) are similar to those in a physical store. By contrast, consumers buy more FaVs in both non-immersive and immersive VS compared to a physical store. The findings also indicate that consumers tend to rely more on extrinsic cues (i.e., FaVs’ prices) in the immersive VS when evaluating FaVs on offer and less on intrinsic cues (e.g., FaVs’ appearance) they use in the physical store. The results have important implications for practitioners and researchers with regard to the usefulness of virtual reality for better understanding of consumer behavior

    Optimization of Single and Layered Surface Texturing

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    In visualization problems, surface shape is often a piece of data that must be shown effectively. One factor that strongly affects shape perception is texture. For example, patterns of texture on a surface can show the surface orientation from foreshortening or compression of the texture marks, and surface depth through size variation from perspective projection. However, texture is generally under-used in the scientific visualization community. The benefits of using texture on single surfaces also apply to layered surfaces. Layering of multiple surfaces in a single viewpoint allows direct comparison of surface shape. The studies presented in this dissertation aim to find optimal methods for texturing of both single and layered surfaces. This line of research starts with open, many-parameter experiments using human subjects to find what factors are important for optimal texturing of layered surfaces. These experiments showed that texture shape parameters are very important, and that texture brightness is critical so that shading cues are available. Also, the optimal textures seem to be task dependent; a feature finding task needed relatively little texture information, but more shape-dependent tasks needed stronger texture cues. In visualization problems, surface shape is often a piece of data that must be shown effectively. One factor that strongly affects shape perception is texture. For example, patterns of texture on a surface can show the surface orientation from foreshortening or compression of the texture marks, and surface depth through size variation from perspective projection. However, texture is generally under-used in the scientific visualization community. The benefits of using texture on single surfaces also apply to layered surfaces. Layering of multiple surfaces in a single viewpoint allows direct comparison of surface shape. The studies presented in this dissertation aim to find optimal methods for texturing of both single and layered surfaces. This line of research starts with open, many-parameter experiments using human subjects to find what factors are important for optimal texturing of layered surfaces. These experiments showed that texture shape parameters are very important, and that texture brightness is critical so that shading cues are available. Also, the optimal textures seem to be task dependent; a feature finding task needed relatively little texture information, but more shape-dependent tasks needed stronger texture cues

    3rd SC@RUG 2006 proceedings:Student Colloquium 2005-2006

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    Immersive analytics with abstract 3D visualizations: A survey

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    After a long period of scepticism, more and more publications describe basic research but also practical approaches to how abstract data can be presented in immersive environments for effective and efficient data understanding. Central aspects of this important research question in immersive analytics research are concerned with the use of 3D for visualization, the embedding in the immersive space, the combination with spatial data, suitable interaction paradigms and the evaluation of use cases. We provide a characterization that facilitates the comparison and categorization of published works and present a survey of publications that gives an overview of the state of the art, current trends, and gaps and challenges in current research
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