45 research outputs found

    A study of navigation in virtual space

    Get PDF
    In the physical world, man has developed efficient methods for navigation and orientation. These methods are dependent on the high-fidelity stimuli presented by the environment. When placed in a virtual world which cannot offer stimuli of the same quality due to computing constraints and immature technology, tasks requiring the maintenance of position and orientation knowledge become laborious. In this paper, we present a representative set of techniques based on principles of navigation derived from real world analogs including human and avian navigation behavior and cartography. A preliminary classification of virtual worlds is presented based on the size of the world, the density of objects in the world, and the level of activity taking place in the world. We also summarize an informal study we performed to determine how the tools influenced the subjects' navigation strategies and behavior. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments

    ConMod

    No full text

    An object-oriented user interface management system

    No full text

    Effective Vibrotactile Cueing in a Visual Search Task

    No full text
    Abstract: This paper presents results from work we have done into the combination of visual and vibrotactile cues for improving user interaction in virtual environments. Using a custom-designed control system, the intensity of a large number of low-cost vibrational devices can be independently controlled. Our current task is to determine the parameters and design-space for providing this type of cueing to support effective HCI. In a visual search task, user performance was compared over three levels of visual cues and four levels of vibrotactile cue types, in an attempt to narrow the visual search field for locating a letter from a random display of letters. Our results confirm the work of others, showing that users perform significantly faster when given visual cues, and that in the absence of visual cues, vibrotactile cues significantly improve performance. We also found that the waveform of the vibrotactile cue does not seem to make a difference in performance. Keywords: Multi-modal, vibrotactile, empirical study, HCI.

    The Effect of 3D Widget Representation and Simulated Surface Constraints on Interaction in Virtual Environments

    No full text
    This paper reports empirical results from two studies of effective user interaction in immersive virtual environments. The use of 2D interaction techniques in 3D environments has received increased attention recently. We introduce two new concepts to the previous techniques: the use of 3D widget representations; and the imposition of simulated surface constraints. The studies were identical in terms of treatments, but differed in the tasks performed by subjects. In both studies, we compared the use of two-dimensional (2D) versus threedimensional (3D) interface widget representations, as well as the effect of imposing simulated surface constraints on precise manipulation tasks. The first study entailed a drag-and-drop task, while the second study looked at a slider-bar task. We empirically show that using 3D widget representations can have mixed results on user performance. Furthermore, we show that simulated surface constraints can improve user performance on typical interaction tasks in the absence of a physical manipulation surface. Finally, based on these results, we make some recommendations to aid interface designers in constructing effective interfaces for virtual environments
    corecore