Visual consistency in rotational manipulation tasks in sheared-perceived virtual environments

M. Koutek, R. Molenaar, G. D. Haan, F. Post
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引用次数: 2

Abstract

Sharing one large screen projection display, such as the Virtual Workbench, with multiple users can cause distortions in viewing and interaction, as the users perceive a sheared and moving space. Generally, object rotation in non-orthogonal, sheared coordinate spaces is something that should be avoided as it consequently invalidates homogeneous geometric object transformations. Although this problem seems to be artificial, in shared multiple-user VR this issue gets a real, substantial flavor. It is typically a problem for the "secondary" users viewing and interacting with a VR system. Due to rendering the scene from a different viewpoint, they perceive several distortions in the stereo image, one of which is that the VE appears to be sheared. This is also the case in our affordable approach to a multiple user VR Workbench. In this paper we describe technical aspects of our novel viewpoint compensation method to make the object selection, translation, and rotation consistent with the (secondary) user's view of the scene. We focus on description of object rotation inside sheared VE's. We demonstrate that our techniques ensure a sense of interaction consistency despite the view distortions.
剪切感知虚拟环境中旋转操作任务的视觉一致性
与多个用户共享一个大屏幕投影显示(例如Virtual Workbench)可能会导致查看和交互中的扭曲,因为用户会感知到一个被剪切和移动的空间。一般来说,应该避免在非正交、剪切坐标空间中的对象旋转,因为它会导致齐次几何对象转换无效。虽然这个问题似乎是人为的,但在共享的多用户VR中,这个问题变得更加真实。对于观看VR系统并与之互动的“次要”用户来说,这是一个典型的问题。由于从不同的角度渲染场景,他们在立体图像中感知到一些扭曲,其中之一是VE似乎被剪切了。这也是我们对多用户VR工作台的负担得起的方法。在本文中,我们描述了我们的新颖视点补偿方法的技术方面,以使对象的选择,平移和旋转与(次要)用户的场景视图一致。我们重点描述了剪切VE内部的物体旋转。我们证明,尽管视图扭曲,我们的技术仍能确保交互一致性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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