Human centred design of 3-D interaction devices to control virtual environments (original) (raw)
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Surround-screen projection-based virtual reality: the design and implementation of the CAVE
1993
Several common systems satisfy some but not all of the VR definition above. Flight simulators provide vehicle tracking, not head tracking, and do not generally operate in binocular stereo. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view. Head-mounted displays (HMD) [13] and BOOMs [9] use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery on large screens can also create a VR experience, this being the subject of this paper. This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches the quality of workstation screens in terms of resolution, color, and flicker-free stereo. In addition, this format helps reduce the effect of common tracking and system latency errors. The off-axis perspective projection techniques we use are shown to be simple and straightforward. Our techniques for doing multi-screen stereo vision are enumerated, and design barriers, past and current, are described. Advantages and disadvantages of the projection paradigm are discussed, with an analysis of the effect of tracking noise and delay on the user. Successive refinement, a necessary tool for scientific visualization, is developed in the virtual reality context. The use of the CAVE as a one-to-many presentation device at SIGGRAPH '92 and Supercomputing '92 for computational science data is also mentioned.
Unconventional 3D User Interfaces for Virtual Environments
In this dissertation, the potential of the human body will be investigated, with the aim to design, develop, and analyze new spatial interaction methods which surpass performance or application possibilities of currently available techniques. In contrast to desktop interfaces, spatial interaction methods potentially make use of all six degrees of freedom and are generally referred to as 3D user interfaces (3DUIs). These interfaces find wide applicability in a multitude of different kinds of Virtual Environments, ranging from those techniques that allow for free movement through a room with large, possibly stereoscopic displays, up to the usage of helmet-like or full-encompassing ("immersive") display systems. Due to the experimental characteristics, most of the presented techniques can be labeled as being unconventional, even though many of the techniques can find great applicability in the more traditional work environments. Hence, through investigation of human potential, the design space of 3DUIs can be broadened. More specifically, the basics of 3D User Interfaces and related terminology will be explored (chapter 1), after which an extensive and detailed look will be taken at the possibilities of the different human "input and output channels," relating the psychophysiological possibilities to technology that is currently existent, or will be developed in the foreseeable future. A reflection on possible applications is included (chapter 2). In chapter 3, issues that are specific to designing and developing unconventional 3DUIs are investigated, ranging from the boundaries of human performance, specific humancomputer interface matters, to social and technical issues. Following (chapter 4), a total of seven case studies illuminate multiple sides of designing, developing, and analyzing unconventional techniques, looking at both pure spatial and unconventional setups, and so called hybrid interface techniques. More specifically, Shockwaves and BioHaptics explore the usage of alternative haptic feedback, either through usage of audio and airbased shockwaves, or neuromuscular stimulation. Also dealing with haptics, Tactylus explores multisensory binding factors of a device using coupled visual, auditory, and vibrotactile feedback. The fourth study, Cubic Mouse, explores a prop output (control) device, resembling a coordinate system, in order to find specific performance advantages or flaws in comparison to generally used spatial controllers. It, thereby, makes use of a new spatial trajectory analysis method. The final three studies all focus on hybrid interfaces, integrating 2D and 3D I/O methods. ProViT deals with integrating a PenPC with a spatial pen device, and the Cubic Mouse to control engineering applications, focusing, foremost, on flow of action factors. Capsa Arcana are two consoles used in museum applications that integrate MIDI controllers and desktop devices to allow for more interesting and potentially unconventional control. Finally, with Eye of Ra, a new input device form is presented. The Eye of Ra has been specifically designed for closely combining the control of 2D and spatial actions for use in medical scenarios. The final chapter concludes this dissertation by providing a short summary and reflection, including a road map of open issues and fields of further research.
HybridDesk : A Low Cost Semi-Immersive System for 2 D-3 D Interactions
2012
The HybridDesk is an immersive compact solution for visualization and interaction using low cost products. Screens were organized in an small set where a user can interact in a virtual environment sat in front of a desk, and even a standard mouse, keyboard and monitor can be used . Different from a regular CAVE the head is tracked outside the display cube and with the support of a wiimote the interaction can be controlled with a good precision. Several tests were conducted until the best and cheapest combination of technologies was achieved. Home projectors and mirrors were used using a semiautomatic calibration and finally a simple video splitter was used to produce the video source for the four projectors installed.
Interaction in Immersive Space CSCI 6963 : Final Project
2016
As part of the final project for this course, I used CRAIVE (Collaborative-Research Augmented Immersive Virtual Environment Laboratory) space to create an interactive immersive visualizations based on human motion inside the space. As shown in Figure 1, CRAIVE lab has a 360 degree screen equipped with 8 projectors along with 6 overhead cameras used for tracking. The floor space enclosed within the screen is rectangular with curved corners and has a length of approximately 12 meters and width of 10 meters. The screen is approximately 5 meters in height.
Display Infrastructure for Virtual Environments
Journal of Imaging Science and Technology, 2018
Display systems suitable for virtual reality applications can prove useful for a variety of domains. The emergence of low-cost head-mounted displays reinvigorated the area of virtual reality significantly. However, there are still applications where full-scale CAVE-type display systems are better suited. Moreover, the cost of most CAVE-type display systems is typically rather high, thereby making it difficult to justify in a research setting. This article aims at providing a design of less costly display technology combined with inexpensive input devices that implements a virtual environment paradigm suitable for such full-scale visualization and simulation tasks. The focus is on cost-effective display technology that does not break a researchers budget. The software framework utilizing these displays combines different visualization and graphics packages to create an easy-to-use software environment that can run readily on this display. A user study was performed to evaluate the display technology and its usefulness for virtual reality tasks using an accepted measure: presence. It was found that the display technology is capable of delivering a virtual environment in which the user feels fully immersed.
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '05, 2005
Large screen projection-based display systems are very often not used by a single user alone, but shared by a small group of people. We have developed an interaction paradigm allowing multiple users to share a virtual environment in a conventional single-view stereoscopic projection-based display system, with each of the users handling the same interface and having a full first-person experience of the environment. Multi-viewpoint images allow the use of spatial interaction techniques for multiple users in a conventional projection-based display. We evaluate the effectiveness of multi-viewpoint images for ray selection and direct object manipulation in a qualitative usability study and show that interaction with multi-viewpoint images is comparable to fully head-tracked (single-user) interaction. Based on ray casting and direct object manipulation, using tracked PDA's as common interaction device, we develop a technique for co-located multiuser interaction in conventional projection-based virtual environments. Evaluation of the VRGEO Demonstrator, an application for the review of complex 3D geoseismic data sets in the oil-and-gas industry, shows that this paradigm allows multiple users to each have a full first-person experience of a complex, interactive virtual environment.
VR-Cave as a Multimodal Interaction Environment
Citeseer
Abstract. This research focused on building a software system on VR-CAVE for multiple user interaction with various media, alongside simultaneous communication amongst users. While all users interact with virtual objects in VR-CAVE concurrently, by means of several kinds ...
Virtual Reality has become an almost ubiquitous technology in many applications, but it has seen limited success in design support. Reasons for this seem to lie in lack of easily available tools, high threshold for non-programmers, and high cost of equipment. In this paper we describe a Virtual Reality environment that is developed at Design Systems called the Desk-Cave. The Desk-Cave is a low-cost VR setup that combines principles of a CAVE system with a work desk. Architecture students with no specific training in VR technology use the Desk-Cave in design projects both in the early stage and the final presentation stage. The system allows quick transfer to the Desk-Cave and architectural evaluation of design proposals.