Fly over, a 3d interaction technique for navigation in virtual environments independent from tracking devices (original) (raw)

Design of a 3D Navigation Technique Supporting VR Interaction

2008

Multimodality is a powerful paradigm to increase the realness and the easiness of the interaction in Virtual Environments (VEs). In particular, the search for new metaphors and techniques for 3D interaction adapted to the navigation task is an important stage for the realization of future 3D interaction systems that support multimodality, in order to increase efficiency and usability.

New Interaction Paradigms in Virtual Environments

MELECON 2006 - 2006 IEEE Mediterranean Electrotechnical Conference, 2006

The way of interacting between user and environment is one of the main characteristics that increases the sense of presence inside a virtual world. However, interaction could be the weak point of virtual environments based application. In this paper we present a very brief taxonomy of 3D interaction for virtual environments and discuss why interaction is, in our opinion, a key element in the new developments of virtual reality technology.

Drag'n Go: Simple and fast navigation in virtual environment

2012 IEEE Symposium on 3D User Interfaces (3DUI), 2012

In this paper we introduce the Drag'n Go technique to navigate in multi-scale virtual 3d environment. This new technique takes its root from the point of interest (POI) [10] approach where the user selects a target to reach. The biggest difference between the two is that with Drag'n Go the user keeps full control of its position relative to the target as well as its traveling speed. The technique requires only a 2d input and consequently, can be used with a large amount of devices like mouse, touch or pen screen. We conducted preliminary experiment that highlights that Drag'n Go is an efficient and appreciated method for touch-based device and a competitive approach for mouse-based device.

3-Point++: a new Technique for 3D Manipulation of Virtual Objects

2013

Manipulation in immersive Virtual Environments (VEs) is often difficult and inaccurate because humans have difficulty in performing precise positioning tasks or in keeping the hand motionless in a particular position without any help of external devices or haptic feedback. To address this problem, we propose a set of four manipulation points attached to objects (called a 3-Point++ tool, including three handle points and their barycenter), by which users can control and adjust the position of objects precisely. By determining the relative position between the 3-Point++ tool and the objects, and by defining different states of each manipulation point (called locked/unlocked or inactive/active), these points can be freely configured to be adaptable and flexible to enable users to manipulate objects of varying sizes in many kinds of positioning scenarios.

Poster: 3-Point++: A new technique for 3D manipulation of virtual objects

2013 IEEE Symposium on 3D User Interfaces (3DUI), 2013

Manipulation in immersive Virtual Environments (VEs) is often difficult and inaccurate because humans have difficulty in performing precise positioning tasks or in keeping the hand motionless in a particular position without any help of external devices or haptic feedback. To address this problem, we propose a set of four manipulation points attached to objects (called a 3-Point++ tool, including three handle points and their barycenter), by which users can control and adjust the position of objects precisely. By determining the relative position between the 3-Point++ tool and the objects, and by defining different states of each manipulation point (called locked/unlocked or inactive/active), these points can be freely configured to be adaptable and flexible to enable users to manipulate objects of varying sizes in many kinds of positioning scenarios.

Towards a universal implementation of 3D user interaction techniques

This paper presents a versatile -write once, use everywhere -approach of standardizing the development of three-dimensional user interaction techniques. In order to achieve a platform and application independent implementation of 3D interaction techniques (ITs), we propose to implement the related techniques directly in the tracking middleware. Therefore a widely used tracking framework was extended by a Python binding to allow straight forward scripting of ITs. We cluster existing 3D ITs, into those which can be fully, partly or not implemented in the tracking middleware. A number of examples demonstrate how various interaction techniques can quickly and efficiently be implemented in the middleware and are therefore fully independent of the underlying application. We hint at how this approach can be used to decouple menu system control from the application with the final goal to help establishing standards for 3D interaction.

An Introduction to 3D User Interface Design

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most userinteraction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we brie y discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.

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.