When Realities Interweave: Exploring the Design Space of Immersive Tangible XR (original) (raw)
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Tangible interactions in Virtual Reality environments
2020
Virtual Reality (VR) provides opportunity for immersive experiences in several fields of application, in particular in training and entertainment. Integrating tangible interaction with virtual environments that mimic real world situations can provide a tremendous enrichment to the user experience. Indeed, one of the main barriers to immersivity virtual objects is the use of fixed controllers with poor affordance. Touching, grasping, pushing, squeezing, if executed with common controllers are unnatural, impractical and sometimes frustrating. The paper presents the outcomes of a multidisciplinary panel conducted during ETIS 2020. The purpose of the panel was to engage a reflection on possible ways to integrate tangible interactions in virtual reality scenarios. To this extent, a case study was presented describing the development of a physical controller used in a virtual simulation of a DNA extraction procedure in a biotechnology laboratory. The case study shows the potential of usin...
From Virtual Reality to Tangible Virtuality: An Inventory of the Technological Challenges
ASME-AFM 2009 World Conference on Innovative Virtual Reality, 2009
The paradigm of tangible virtuality (TV) has grown out from the paradigm of virtual reality (VR), leaving some key concepts of projective and immersive VR behind, but introducing many new ones. The ultimate objective of TV is to intuitively generate air-borne synthetic objects (SOs), share them between remote work environments in real time, simulate their physical behavior, and enable a physics-obeying interaction of humans with SOs. The major challenges for the implementation of TV originate in the need for multi-sensory integral rendering of SOs and un-instrumented generation of high fidelity sensations. These scientific and technological challenges have a strong influence on the current advancement of TV. Actually, implementation of fully featured TV environments is still in its infancy. The goal of this paper is to analyze the main implementation concepts and to make an inventory of the technological challenges and opportunities. Six major issues have been identified: (i) use of natural interaction modalities to express SOs, (ii) multi-aspect (e.g., tactile, haptic and auditory) volumetric rendering and sensation of air-borne SOs, (iii) simulation of physical behavior of interacting SOs, and (iv) manipulative human interaction with SOs. The paper investigates the opportunities of a short-term implementation based on the current technologies and of a near-future implementation based on emerging and anticipated technologies. The conclusion is that current technologies allow only a limited implementation of SOs and a low fidelity multisensorial experience. For a full scale implementation, radically new technologies and implementation concepts are needed, but it also requires a goal-driven extension of the existing scientific knowledge.
Tangible VR Book: Exploring the Design Space of Marker-Based Tangible Interfaces for Virtual Reality
Applied Sciences, 2021
Tangible User Interface (TUI) represents a huge potential for Virtual Reality (VR) because tangibles can naturally provide rich haptic cues which are often missing in VR experiences that make use of standard controllers. We are particularly interested in implementing TUIs for smartphone-based VR, given the lower usage barrier and easy deployment. In order to keep the overall system simple and accessible, we have explored object detection through visual markers, using the smartphone’s camera. In order to help VR experience designers, in this work we present a design space for marker-based TUI for VR. We have mapped this design space by developing several marker-based tangible interaction prototypes and through a formative study with professionals with different backgrounds. We then instantiated the design space in a Tangible VR Book which we evaluate with remote user studies inspired by the vignette methodology.
2020
This artwork exploits recent research into augmented reality systems, such as the HoloLens, for building creative interaction in augmented reality. The work is being conducted in the context of interactive art experiences. The first version of the audience experience of the artwork, "H Space", was informally tested in the SIGGRAPH 2018 Art Gallery context. Experiences with a later, improved, version was evaluated at Tsinghua University. The latest distributed version will be shown in Sydney. The paper describes the concept, the background in both the art and the technological domain and points to some of the key computer human interaction art research issues that the work highlights.
Tangible Interaction in Mixed Reality Systems
Human-Computer Interaction Series, 2009
In this chapter, we discuss the design of tangible interaction techniques for Mixed Reality environments. We begin by recalling some conceptual models of tangible interaction. Then, we propose an engineering-oriented software/hardware co-design process, based on our experience in developing tangible user interfaces. We present three different tangible user interfaces for real-world applications, and analyse the feedback from the user studies that we conducted. In summary, we conclude that, since tangible user interfaces are part of the real world and provide a seamless interaction with virtual words, they are well-adapted to mix together reality and virtuality. Hence, tangible interaction optimizes a users' virtual tasks, especially in manipulating and controlling 3D digital data in 3D space.
VR EXPERIENCE DESIGN IN TANGIBLE SPACE: HERITAGE ALIVE
This paper shows a framework of VR experience design that has a value in both business and social meaning by the user centered design process of this Heritage Alive experience. We interviewed each technology players (TA, TI, RCS research group) to understand possible technologies and to define best system setting of VR experience, then observed and participated a real (off line) heritage exploring event. Based on this real experience, we explored more economic, safe, and effective learning experience in Tangible Space. We developed a system model of Heritage Alive! and a usage scenario of Heritage Alive experience. Various user interactions are designed and tested to leverage immersiveness and entertainment in application scenario of Heritage Alive!.
Haptically extended augmented prototyping
This project presents a new display concept, which brings together haptics, augmented and mixed reality and tangible computing within the context of an intuitive conceptual design environment. The project extends the paradigm of augmented prototyping by allowing modelling of virtual geometry on the physical prototype, which can be touched by means of a haptic device. Wireless tracking of the physical prototype is achieved in three different ways by attaching to it a 'Speck', a tracker and Nintendo Wii Remote and it provides continuous tangible interaction. The physical prototype becomes a tangible interface augmented with mixed reality and with a novel 3D haptic design system.
The state of tangible interfaces
CHI '06 Extended Abstracts on Human Factors in Computing Systems, 2006
In recent years, the CHI community has seen growth in projects that involve tangible user interfaces and tangible interaction. But, many researchers feel that this emerging field lacks in justifying research, industry adoption, and conceptual frameworks. This panel gathers pioneers and active researchers in the field, in an effort to understand the bigger picture of the TUI field. The panelists will focus on discussion rather than presentations, and will answer questions regarding projects, findings, and the field at large. We hope to review the open issues in the field, and help interested researchers to better direct their future research efforts. The panel will have three moderators and six panelists. The panelists will start with very short introductions, and then quickly shift to discussion led by the moderators, and to a Q&A session with the audience.
The ever evolving range of user centric technology promises new and exciting applications which will permeate society and change the very nature of our social interaction. The increasing demand of collating our physical and digital lives is putting pressure on companies to come up with innovative products. Companies have to plan far ahead into the future, despite lacking the technological infrastructure. In this paper we describe the goal of a research project that, together with Intel, is investigating tools and methodologies which would allow companies to plan into the future by building online virtual prototypes. Real users, from different domains, would use these virtual prototypes to test different aspects and attributes of these potential products to provide relevant user-experience feedback. The feedback would be recorded in an automated and intelligent manner to improve the design. Developing prototypes in such mixed reality environments would enable the involvement of end users from early on. We believe such an approach would allow for better design innovation by providing mechanisms for collaborative research and development across distributed geographical locations. This short work-in-progress-paper will describe the concepts underpinning this research direction.