20,539 research outputs found

    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

    Controlled Interaction: Strategies For Using Virtual Reality To Study Perception

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    Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations

    From images via symbols to contexts: using augmented reality for interactive model acquisition

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    Systems that perform in real environments need to bind the internal state to externally perceived objects, events, or complete scenes. How to learn this correspondence has been a long standing problem in computer vision as well as artificial intelligence. Augmented Reality provides an interesting perspective on this problem because a human user can directly relate displayed system results to real environments. In the following we present a system that is able to bootstrap internal models from user-system interactions. Starting from pictorial representations it learns symbolic object labels that provide the basis for storing observed episodes. In a second step, more complex relational information is extracted from stored episodes that enables the system to react on specific scene contexts

    Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality

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    Virtual reality (VR) headsets are enabling a wide range of new opportunities for the user. For example, in the near future users may be able to visit virtual shopping malls and virtually join international conferences. These and many other scenarios pose new questions with regards to privacy and security, in particular authentication of users within the virtual environment. As a first step towards seamless VR authentication, this paper investigates the direct transfer of well-established concepts (PIN, Android unlock patterns) into VR. In a pilot study (N = 5) and a lab study (N = 25), we adapted existing mechanisms and evaluated their usability and security for VR. The results indicate that both PINs and patterns are well suited for authentication in VR. We found that the usability of both methods matched the performance known from the physical world. In addition, the private visual channel makes authentication harder to observe, indicating that authentication in VR using traditional concepts already achieves a good balance in the trade-off between usability and security. The paper contributes to a better understanding of authentication within VR environments, by providing the first investigation of established authentication methods within VR, and presents the base layer for the design of future authentication schemes, which are used in VR environments only

    Design and Evaluation of Menu Systems for Immersive Virtual Environments

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    Interfaces for system control tasks in virtual environments (VEs) have not been extensively studied. This paper focuses on various types of menu systems to be used in such environments. We describe the design of the TULIP menu, a menu system using Pinch Gloves™, and compare it to two common alternatives: floating menus and pen and tablet menus. These three menus were compared in an empirical evaluation. The pen and tablet menu was found to be significantly faster, while users had a preference for TULIP. Subjective discomfort levels were also higher with the floating menus and pen and tablet
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