A study on improving close and distant device movement pose manipulation for hand-held augmented reality

Ali Samini, K. L. Palmerius
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引用次数: 18

Abstract

Hand-held smart devices are equipped with powerful processing units, high resolution screens and cameras, that in combination makes them suitable for video see-through Augmented Reality. Many Augmented Reality applications require interaction, such as selection and 3D pose manipulation. One way to perform intuitive, high precision 3D pose manipulation is by direct or indirect mapping of device movement. There are two approaches to device movement interaction; one fixes the virtual object to the device, which therefore becomes the pivot point for the object, thus makes it difficult to rotate without translate. The second approach avoids latter issue by considering rotation and translation separately, relative to the object's center point. The result of this is that the object instead moves out of view for yaw and pitch rotations. In this paper we study these two techniques and compare them with a modification where user perspective rendering is used to solve the rotation issues. The study showed that the modification improves speed as well as both perceived control and intuitiveness among the subjects.
手持增强现实中改进近距离设备运动姿态操纵的研究
手持智能设备配备了强大的处理单元、高分辨率屏幕和摄像头,这些组合使它们适合视频透视增强现实。许多增强现实应用程序需要交互,例如选择和3D姿态操作。执行直观,高精度的3D姿势操作的一种方法是通过直接或间接映射设备的运动。设备移动交互有两种方法;将虚拟对象固定在设备上,因此它成为对象的枢轴点,因此很难在没有平移的情况下旋转。第二种方法通过相对于对象的中心点分别考虑旋转和平移来避免后一种问题。这样做的结果是,物体会因偏航和俯仰旋转而离开视线。在本文中,我们研究了这两种技术,并将它们与使用用户透视图渲染来解决旋转问题的修改进行了比较。研究表明,这种改变提高了实验对象的速度、感知控制能力和直觉性。
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