2,425 research outputs found
The Challenges in Modeling Human Performance in 3D Space with Fitts’ Law
With the rapid growth in virtual reality technologies, object interaction is
becoming increasingly more immersive, elucidating human perception and leading
to promising directions towards evaluating human performance under different
settings. This spike in technological growth exponentially increased the need
for a human performance metric in 3D space. Fitts' law is perhaps the most
widely used human prediction model in HCI history attempting to capture human
movement in lower dimensions. Despite the collective effort towards deriving an
advanced extension of a 3D human performance model based on Fitts' law, a
standardized metric is still missing. Moreover, most of the extensions to date
assume or limit their findings to certain settings, effectively disregarding
important variables that are fundamental to 3D object interaction. In this
review, we investigate and analyze the most prominent extensions of Fitts' law
and compare their characteristics pinpointing to potentially important aspects
for deriving a higher-dimensional performance model. Lastly, we mention the
complexities, frontiers as well as potential challenges that may lay ahead.Comment: Accepted at ACM CHI 2021 Conference on Human Factors in Computing
Systems (CHI '21 Extended Abstracts
Exploring Users' Pointing Performance on Virtual and Physical Large Curved Displays
Large curved displays have emerged as a powerful platform for collaboration,
data visualization, and entertainment. These displays provide highly immersive
experiences, a wider field of view, and higher satisfaction levels. Yet, large
curved displays are not commonly available due to their high costs. With the
recent advancement of Head Mounted Displays (HMDs), large curved displays can
be simulated in Virtual Reality (VR) with minimal cost and space requirements.
However, to consider the virtual display as an alternative to the physical
display, it is necessary to uncover user performance differences (e.g.,
pointing speed and accuracy) between these two platforms. In this paper, we
explored users' pointing performance on both physical and virtual large curved
displays. Specifically, with two studies, we investigate users' performance
between the two platforms for standard pointing factors such as target width,
target amplitude as well as users' position relative to the screen. Results
from user studies reveal no significant difference in pointing performance
between the two platforms when users are located at the same position relative
to the screen. In addition, we observe users' pointing performance improves
when they are located at the center of a semi-circular display compared to
off-centered positions. We conclude by outlining design implications for
pointing on large curved virtual displays. These findings show that large
curved virtual displays are a viable alternative to physical displays for
pointing tasks.Comment: In 29th ACM Symposium on Virtual Reality Software and Technology
(VRST 2023
Exploring Users Pointing Performance on Large Displays with Different Curvatures in Virtual Reality
Large curved displays inside Virtual Reality environments are becoming
popular for visualizing high-resolution content during analytical tasks, gaming
or entertainment. Prior research showed that such displays provide a wide field
of view and offer users a high level of immersion. However, little is known
about users' performance (e.g., pointing speed and accuracy) on them. We
explore users' pointing performance on large virtual curved displays. We
investigate standard pointing factors (e.g., target width and amplitude) in
combination with relevant curve-related factors, namely display curvature and
both linear and angular measures. Our results show that the less curved the
display, the higher the performance, i.e., faster movement time. This result
holds for pointing tasks controlled via their visual properties (linear widths
and amplitudes) or their motor properties (angular widths and amplitudes).
Additionally, display curvatures significantly affect the error rate for both
linear and angular conditions. Furthermore, we observe that curved displays
perform better or similar to flat displays based on throughput analysis.
Finally, we discuss our results and provide suggestions regarding pointing
tasks on large curved displays in VR.Comment: IEEE Transactions on Visualization and Computer Graphics (2023
Visualization techniques to aid in the analysis of multi-spectral astrophysical data sets
This report describes our project activities for the period Sep. 1991 - Oct. 1992. Our activities included stabilizing the software system STAR, porting STAR to IDL/widgets (improved user interface), targeting new visualization techniques for multi-dimensional data visualization (emphasizing 3D visualization), and exploring leading-edge 3D interface devices. During the past project year we emphasized high-end visualization techniques, by exploring new tools offered by state-of-the-art visualization software (such as AVS3 and IDL4/widgets), by experimenting with tools still under research at the Department of Computer Science (e.g., use of glyphs for multidimensional data visualization), and by researching current 3D input/output devices as they could be used to explore 3D astrophysical data. As always, any project activity is driven by the need to interpret astrophysical data more effectively
How can Extended Reality Help Individuals with Depth Misperception?
Despite the recent actual uses of Extended Reality (XR) in treatment of patients, some areas are less explored. One gap in research is how XR can improve depth perception for patients. Accordingly, the depth perception process in XR settings and in human vision are explored and trackers, visual sensors, and displays as assistive tools of XR settings are scrutinized to extract their potentials in influencing users’ depth perception experience. Depth perception enhancement is relying not only on depth perception algorithms, but also on visualization algorithms, display new technologies, computation power enhancements, and vision apparatus neural mechanism knowledge advancements. Finally, it is discussed that XR holds assistive features not only for the improvement of vision impairments but also for the diagnosis part. Although, each specific patient requires a specific set of XR setting due to different neural or cognition reactions in different individuals with same the disease
Stereoscopic Sketchpad: 3D Digital Ink
--Context--
This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing.
--Background--
When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for
the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed.
While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based.
--Method--
As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times.
One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines.
--Results--
The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame.
The focus of this research was on how a 3D sketching package would go about storing
and accessing the digital ink. This is just a basis for further research in this area and many
issues touched upon in this paper will require a more in depth analysis. The primary area of
this future research would be the creation of an effective user interface and the introduction
of regular sketching package features such as the saving and loading of images
Virtual reality as an educational tool in interior architecture
Ankara : The Department of Interior Architecture and Environmental Design and the Institute of Fine Arts of Bilkent Univ., 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation process. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.Aktaş, OrkunM.S
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