5,721 research outputs found

    Movement in cluttered virtual environments

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    Imagine walking around a cluttered room but then having little idea of where you have traveled. This frequently happens when people move around small virtual environments (VEs), searching for targets. In three experiments, participants searched small-scale VEs using different movement interfaces, collision response algorithms, and fields of view. Participants' searches were most efficient in terms of distance traveled, time taken, and path followed when the simplest form of movement (view direction) was used in conjunction with a response algorithm that guided ("slipped") them around obstacles when collisions occurred. Unexpectedly, and in both immersive and desktop VEs, participants often had great difficulty finding the targets, despite the fact that participants could see the whole VE if they stood in one place and turned around. Thus, the trivial real-world task used in the present study highlights a basic problem with current VE systems

    Evaluating rules of interaction for object manipulation in cluttered virtual environments

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    A set of rules is presented for the design of interfaces that allow virtual objects to be manipulated in 3D virtual environments (VEs). The rules differ from other interaction techniques because they focus on the problems of manipulating objects in cluttered spaces rather than open spaces. Two experiments are described that were used to evaluate the effect of different interaction rules on participants' performance when they performed a task known as "the piano mover's problem." This task involved participants in moving a virtual human through parts of a virtual building while simultaneously manipulating a large virtual object that was held in the virtual human's hands, resembling the simulation of manual materials handling in a VE for ergonomic design. Throughout, participants viewed the VE on a large monitor, using an "over-the-shoulder" perspective. In the most cluttered VEs, the time that participants took to complete the task varied by up to 76% with different combinations of rules, thus indicating the need for flexible forms of interaction in such environments

    Levels of control during a collaborative carrying task

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    Three experiments investigated the effect of implementing low-level aspects of motor control for a collaborative carrying task within a VE interface, leaving participants free to devote their cognitive resources to the higher-level components of the task. In the task, participants collaborated with an autonomous virtual human in an immersive virtual environment (VE) to carry an object along a predefined path. In experiment 1, participants took up to three times longer to perform the task with a conventional VE interface, in which they had to explicitly coordinate their hand and body movements, than with an interface that controlled the low-level tasks of grasping and holding onto the virtual object. Experiments 2 and 3 extended the study to include the task of carrying an object along a path that contained obstacles to movement. By allowing participants' virtual arms to stretch slightly, the interface software was able to take over some aspects of obstacle avoidance (another low-level task), and this led to further significant reductions in the time that participants took to perform the carrying task. Improvements in performance also occurred when participants used a tethered viewpoint to control their movements because they could see their immediate surroundings in the VEs. This latter finding demonstrates the superiority of a tethered view perspective to a conventional, human'seye perspective for this type of task

    Navigating large-scale virtual environments: what differences occur between helmet-mounted and desk-top displays?

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    Participants used a helmet-mounted display (HMD) and a desk-top (monitor) display to learn the layouts of two large-scale virtual environments (VEs) through repeated, direct navigational experience. Both VEs were ‘‘virtual buildings’’ containing more than seventy rooms. Participants using the HMD navigated the buildings significantly more quickly and developed a significantly more accurate sense of relative straight-line distance. There was no significant difference between the two types of display in terms of the distance that participants traveled or the mean accuracy of their direction estimates. Behavioral analyses showed that participants took advantage of the natural, head-tracked interface provided by the HMD in ways that included ‘‘looking around’’more often while traveling through the VEs, and spending less time stationary in the VEs while choosing a direction in which to travel

    Navigating large-scale ‘‘desk-top’’ virtual buildings: effects of orientation aids and familiarity

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    Two experiments investigated components of participants’ spatial knowledge when they navigated large-scale ‘‘virtual buildings’’ using ‘‘desk-top’’ (i.e., nonimmersive) virtual environments (VEs). Experiment 1 showed that participants could estimate directions with reasonable accuracy when they traveled along paths that contained one or two turns (changes of direction), but participants’ estimates were significantly less accurate when the paths contained three turns. In Experiment 2 participants repeatedly navigated two more complex virtual buildings, one with and the other without a compass. The accuracy of participants’ route-finding and their direction and relative straight-line distance estimates improved with experience, but there were no significant differences between the two compass conditions. However, participants did develop significantly more accurate spatial knowledge as they became more familiar with navigating VEs in general

    Implementing flexible rules of interaction for object manipulation in cluttered virtual environments

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    Object manipulation in cluttered virtual environments (VEs) brings additional challenges to the design of interaction algorithms, when compared with open virtual spaces. As the complexity of the algorithms increases so does the flexibility with which users can interact, but this is at the expense of much greater difficulties in implementation for developers. Three rules that increase the realism and flexibility of interaction are outlined: collision response, order of control, and physical compatibility. The implementation of each is described, highlighting the substantial increase in algorithm complexity that arises. Data are reported from an experiment in which participants manipulated a bulky virtual object through parts of a virtual building (the piano movers’ problem). These data illustrate the benefits to users that accrue from implementing flexible rules of interaction

    Basements

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    Discusses recommendataions for basement design, construction, and maintenance

    Selecting Windows

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    Covers double-hung, horizontal sliding, casement, awning, jalousie, top-hinged, and fixed windows. Includes patio doors and skylights

    Investigating mixed-mode (I/II) fracture in epoxies using digital image correlation: Composite G(IIc) performance from resin measurements

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    The digital image correlation technique is applied to investigate mixed-mode (I/II) fracture in five aerospace epoxy formulations, four of which are experimentally toughened. Stress intensity factors are extracted from displacement fields using the Williams method for a range of mode mixities. From these measurements, values of an effective resin KIIc are deduced and these are shown to have a statistically significant relationship with measured composite GIIc mode II toughness values. The differences in constraint between composite and bulk resin specimens are discussed

    South Wales

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    Carboniferous rocks in this region occur in a broadly east-west trending syncline, the core of which includes the South Wales and Pembrokeshire coalfields (Fig. 5.1). Tournaisian and Visean strata (Avon and Pembroke Limestone groups) represent deposition on a southward prograding carbonate ramp evolving into a carbonate shelf (Wright 1987), in a succession which shows similarities to that of the Bristol and Mendips areas (Chapter 6). The main outcrops, in south Pembrokeshire, Gower and the Vale of Glamorgan, occur along the southern periphery of the coalfields and are commonly affected by Variscan thrusting and folding. Thinner successions occur along what is termed the East Crop and North Crop of the South Wales Coalfield, where much of the Visean succession is absent due to sub-Namurian and intra-Visean unconformities. Namurian fluvio-deltaic deposits (Marros Group) flank the South Wales and Pembrokeshire coalfields. Much of the lower and middle Namurian succession is absent across the region, except in the west of the South Wales Coalfield where only small parts are absent beneath an intra-Namurian unconformity. Westphalian fluvio-lacustrine deposits (South Wales Coal Measures Group) form the South Wales and Pembrokeshire coalfields, located to the east and west of Carmarthen Bay, respectively. Westphalian to Stephanian Pennant alluvial facies (Warwickshire Group) occur in the core of the South Wales Coalfield syncline. Deposition of the South Wales Coal Measures and Warwickshire groups was probably laterally contiguous with those in the Bristol and Somerset coalfields (Chapter 6), but the Usk-Cowbridge High controlled and restricted sedimentation for much of the Carboniferous, with pre-Namurian uplift and erosion removing the Tournaisian and Visean succession. Later uplift is also believed to have caused attenuation of the Warwickshire Group in the east of the South Wales Coalfield. The lithostratigraphical nomenclature for the region is that of Waters et al. (2007; 2009)
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