2,741 research outputs found

    Friction surfaces: scaled ray-casting manipulation for interacting with 2D GUIs

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    The accommodation of conventional 2D GUIs with Virtual Environments (VEs) can greatly enhance the possibilities of many VE applications. In this paper we present a variation of the well-known ray-casting technique for fast and accurate selection of 2D widgets over a virtual window immersed into a 3D world. The main idea is to provide a new interaction mode where hand rotations are scaled down so that the ray is constrained to intersect the active virtual window. This is accomplished by changing the control-display ratio between the orientation of the user’s hand and the ray used for selection. Our technique uses a curved representation of the ray providing visual feedback of the orientation of both the input device and the selection ray. The users’ feeling is that they control a flexible ray that gets curved as it moves over a virtual friction surface defined by the 2D window. We have implemented this technique and evaluated its effectiveness in terms of accuracy and performance. Our experiments on a four-sided CAVE indicate that the proposed technique can increase the speed and accuracy of component selection in 2D GUIs immersed into 3D worlds.Peer ReviewedPostprint (author’s final draft

    Automatic Speed Control For Navigation in 3D Virtual Environment

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    As technology progresses, the scale and complexity of 3D virtual environments can also increase proportionally. This leads to multiscale virtual environments, which are environments that contain groups of objects with extremely unequal levels of scale. Ideally the user should be able to navigate such environments efficiently and robustly. Yet, most previous methods to automatically control the speed of navigation do not generalize well to environments with widely varying scales. I present an improved method to automatically control the navigation speed of the user in 3D virtual environments. The main benefit of my approach is that automatically adapts the navigation speed in multi-scale environments in a manner that enables efficient navigation with maximum freedom, while still avoiding collisions. The results of a usability tests show a significant reduction in the completion time for a multi-scale navigation task

    A system for rapid creation and assessment of conceptual large vehicle designs using immersive virtual reality

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    Currently, new product concepts are often evaluated by developing detailed virtual part and assembly models with traditional computer aided design (CAD) tools followed by appropriate analyses (e.g., finite element analysis, computational fluid dynamics, etc.). The creation of these models and analyses are tremendously time consuming. If a number of different conceptual configurations have been determined, it may not be possible to model and analyze each of them due to the complexity of these evaluation processes. Thus, promising concepts might be eliminated based solely on insufficient time and resources for assessment. In addition, the virtual models and analyses performed are usually of much higher detail and accuracy than what is needed for such early assessment. By eliminating the time-consuming complexity of a CAD environment and incorporating qualitative assessment tools, engineers could spend more time evaluating concepts that may have been previously abandoned due to time constraints. To address these issues, the Advanced Systems Design Suite (ASDS), was created. The ASDS incorporates a PC user interface with an immersive virtual reality (VR) environment to ease the creation and assessment of conceptual design prototypes individually or collaboratively in an immersive VR environment. Assessment tools incorporate metamodeling approximations and immersive visualization to evaluate the feasibility of each concept. In this paper, the ASDS system and interface along with specifically designed immersive VR assessment tools such as state saving and dynamic viewpoint creation are presented for conceptual large vehicle design. A test case example of redesigning an airplane is presented to explore the feasibility of the proposed system

    A Conceptual Framework to Support Natural Interaction for Virtual Assembly Tasks

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    Over the years, various approaches have been investigated to support natural human interaction with CAD models in an immersive virtual environment. The motivation for this avenue of research stems from the desire to provide a method where users can manipulate and assemble digital product models as if they were manipulating actual models. The ultimate goal is to produce an immersive environment where design and manufacturing decisions which involve human interaction can be made using only digital CAD models, thus avoiding the need to create costly preproduction physical prototypes. This paper presents a framework to approach the development of virtual assembly applications. The framework is based on a Two Phase model where the assembly task is divided into a free movement phase and a fine positioning phase. Each phase can be implemented using independent techniques; however, the algorithms needed to interface between the two techniques are critical to the success of the method. The paper presents a summary of three virtual assembly techniques and places them within the framework of the Two Phase model. Finally, the conclusions call for the continued development of a testbed to compare virtual assembly methods

    Development of a 3D conceptual design environment using a commodity head mounted display virtual reality system

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    Design processes for engineered systems are resource intensive and have a significant impact on a product’s profitability. Over half of a product’s total costs can be attributed to design stage decisions. The development of product designs often involves creating complex 3D models in a 2D environment, a non-trivial task. Current design workflows involve the utilization of robust modeling software on a 2D display. However, previous research highlights the benefits of visualizing full-scale 3D models in an immersive Virtual Reality (VR) environment. These environments aid a user in understanding complex 3D geometry. Despite the benefits of VR, these systems have traditionally been large and costly, preventing widespread implementation within companies. However, the commercial availability of high-fidelity, commodity VR Head Mounted Displays (HMDs) provides an opportunity to explore the potential benefits this technology may bring to engineering design. This paper details a proof of concept VR environment displayed in a commodity HMD; specifically, the HTC Vive. The environment supports creation of full-scale 3D product geometry at the conceptual phase of a design process. The environment contains a World-in-Miniature (WIM) model for enhanced interaction and usability. WIM manipulation allows a user to modify full-scale geometry by adjusting corresponding parts on the miniature model. Free-form mesh deformation was also implemented to provide designers with flexibility and efficiency not found in traditional design packages. Vital design metrics (e.g., cost, weight, and center of mass) were incorporated to allow a user to perform preliminary design analysis to assess product feasibility. The environment was designed to provide an intuitive user interface with only a subset of features found in traditional design packages, tailored to conceptual design needs. This work aims to be a building block for the fruition of a conceptual design environment in immersive VR, motivated by proposed benefits of such a scenario. The design environment in this work is not intended to replace traditional Computer Aided Design (CAD) packages, but rather to enhance the conceptual design phase by providing conceptual designers with a system optimized for the task at hand. Throughout the development process, unique challenges and affordances associated with commodity HMDs were identified, explored, and detailed in this work

    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

    NaviFields: relevance fields for adaptive VR navigation

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    Virtual Reality allow users to explore virtual environments naturally, by moving their head and body. However, the size of the environments they can explore is limited by real world constraints, such as the tracking technology or the physical space available. Existing techniques removing these limitations often break the metaphor of natural navigation in VR (e.g. steering techniques), involve control commands (e.g., teleporting) or hinder precise navigation (e.g., scaling user's displacements). This paper proposes NaviFields, which quantify the requirements for precise navigation of each point of the environment, allowing natural navigation within relevant areas, while scaling users' displacements when travelling across non-relevant spaces. This expands the size of the navigable space, retains the natural navigation metaphor and still allows for areas with precise control of the virtual head. We present a formal description of our NaviFields technique, which we compared against two alternative solutions (i.e., homogeneous scaling and natural navigation). Our results demonstrate our ability to cover larger spaces, introduce minimal disruption when travelling across bigger distances and improve very significantly the precise control of the viewpoint inside relevant areas
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