71 research outputs found

    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

    A First Step Towards Nuance-Oriented Interfaces for Virtual Environments

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    Designing usable interfaces for virtual environments (VEs) is not a trivial task. Much of the difficulty stems from the complexity and volume of the input data. Many VEs, in the creation of their interfaces, ignore much of the input data as a result of this. Using machine learning (ML), we introduce the notion of a nuance that can be used to increase the precision and power of a VE interface. An experiment verifying the existence of nuances using a neural network (NN) is discussed and a listing of guidelines to follow is given. We also review reasons why traditional ML techniques are difficult to apply to this problem

    Affordances and Feedback in Nuance-Oriented Interfaces

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    Virtual Environments (VEs) and perceptive user interfaces must deal with complex users and their modes of interaction. One way to approach this problem is to recognize users’ nuances (subtle conscious or unconscious actions). In exploring nuance-oriented interfaces, we attempted to let users work as they preferred without being biased by feedback or affordances in the system. The hope was that we would discover the users’ innate models of interaction. The results of two user studies were that users are guided not by any innate model but by affordances and feedback in the interface. So, without this guidance, even the most obvious and useful components of an interface will be ignored

    Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual Environments

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    Usable three-dimensional (3D) interaction techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and interaction techniques. We present an analysis of Pinch Gloves™ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable interaction techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these techniques

    Reflecting on the Design and Implementation Issues of Virtual Environments

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    We present a candid reflection on the issues surrounding virtual environment design and implementation (VEDI) in order to: (1) motivate the topic as a research-worthy undertaking, and (2) attempt a comprehensive listing of impeding VEDI issues so they can be addressed. In order to structure this reflection, an idealized model of VEDI is presented. This model, investigated using mixed methods, resulted in 67 distinct issues along the model\u27s transitions and pathways. These were clustered into 11 themes and used to support five VEDI research challenges

    Dense and Dynamic 3D Selection for Game-Based Virtual Environments

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    Neuroprotection and acute spinal cord injury: A reappraisal

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    Personalized Nuance-Oriented Interaction in Virtual Environments

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    Personalized Nuance-Oriented Interaction in Virtual Environment
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