Supporting Multiple Off-Axis Viewpoints at a Tabletop Display

Mark S. Hancock, M. Carpendale
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引用次数: 26

Abstract

A growing body of research is investigating the use of tabletop displays, in particular to support collaborative work. People often interact directly with these displays, typically with a stylus or touch. The current common focus of limiting interaction to 2D prevents people from performing actions familiar to them in the 3D world, including piling, flipping and stacking. However, a problem arises when viewing 3D on large displays that are intended for proximal use; the view angle can be extremely oblique and lead to distortion in the perception of the 3D projection. We present a simplified model that compensates for off-axis viewing for a single user and extend this technique for multiple viewers interacting with the same large display. We describe several implications of our approach to collaborative activities. We also describe other display configurations for which our technique may prove useful, including proximal use of a wall or multiple-display configurations.
支持桌面显示的多个离轴视点
越来越多的研究机构正在调查桌面显示器的使用,特别是在支持协作工作方面。人们经常直接与这些显示器互动,通常是用触控笔或触摸。目前普遍关注的是将交互限制在2D中,这阻碍了人们在3D世界中执行熟悉的动作,包括堆叠、翻转和堆叠。然而,当在大型显示器上观看3D时,会出现一个问题,这些显示器是用于近端使用的;视角可能非常倾斜,导致3D投影的感知失真。我们提出了一个简化的模型来补偿单个用户的离轴观看,并将该技术扩展到与同一大显示器交互的多个观看者。我们描述了我们的协作活动方法的几个含义。我们还描述了我们的技术可能证明有用的其他显示配置,包括近端使用墙壁或多显示配置。
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