Friction surfaces: scaled ray-casting manipulation for interacting with 2D GUIs

C. Andújar, F. Argelaguet
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引用次数: 12

Abstract

The accommodation of conventional 2D GUIs with Virtual Environments (VEs) can greatly enhance the possibilities of many VE applications. In this paper we present a variation of the well-known ray-casting technique for fast and accurate selection of 2D widgets over a virtual window immersed into a 3D world. The main idea is to provide a new interaction mode where hand rotations are scaled down so that the ray is constrained to intersect the active virtual window. This is accomplished by changing the control-display ratio between the orientation of the user's hand and the ray used for selection. Our technique uses a curved representation of the ray providing visual feedback of the orientation of both the input device and the selection ray. The users' feeling is that they control a flexible ray that gets curved as it moves over a virtual friction surface defined by the 2D window. We have implemented this technique and evaluated its effectiveness in terms of accuracy and performance. Our experiments on a four-sided CAVE indicate that the proposed technique can increase the speed and accuracy of component selection in 2D GUIs immersed into 3D worlds.
摩擦表面:与2D gui交互的缩放光线投射操作
传统的2D图形用户界面与虚拟环境(VE)的融合可以极大地增强许多虚拟环境应用的可能性。在本文中,我们提出了一种众所周知的光线投射技术的变化,用于快速准确地选择沉浸在3D世界中的虚拟窗口上的2D小部件。主要的想法是提供一种新的交互模式,在这种模式中,手的旋转被缩小,这样光线就被限制在与活动的虚拟窗口相交的范围内。这是通过改变用户手的方向和用于选择的光线之间的控制-显示比率来实现的。我们的技术使用射线的曲线表示,提供输入设备和选择射线方向的视觉反馈。用户的感觉是,他们控制着一条弯曲的柔性光线,当它在由2D窗口定义的虚拟摩擦表面上移动时,它会弯曲。我们已经实现了这种技术,并评估了其准确性和性能方面的有效性。我们在四边CAVE上的实验表明,该技术可以提高沉浸在3D世界中的2D gui组件选择的速度和准确性。
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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