Design issues when using commodity gaming devices for virtual object manipulation

S. Scerbo, D. Bowman
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引用次数: 4

Abstract

3D interaction has made a big splash in the gaming community with the Nintendo Wii, Sony Move and Microsoft Kinect; however, most of the interaction is based on natural imprecise motions. By using the wealth of 3D interaction research, we can use these low cost commercial systems to bring not only richer interaction to gaming but also commodity trackers to Virtual Reality research. One of the first steps in understanding how these devices can be used is to determine their limitations and strengths compared to traditional 3D tracking systems. Based on this motivation we chose to implement three well-known interaction techniques---ray casting, HOMER and World-In-Miniature---using the Kinect, Move and Intersense IS-900 (a high-end 3D tracking system). We outline the design challenges of developing for each system. Based on these design issues, we expect to see users having similar results when using the Move and IS-900 systems while having a slight decrease in performance using the Kinect. If our assertions are correct, we will look at how we can design new interactions with these systems that allow for precise and accurate selection and manipulation.
使用商品游戏设备进行虚拟对象操作时的设计问题
随着任天堂Wii、索尼Move和微软Kinect的问世,3D互动在游戏界引起了巨大轰动;然而,大多数的相互作用是基于自然的不精确的运动。利用3D交互研究的丰富性,我们可以利用这些低成本的商业系统为游戏带来更丰富的交互,也可以为虚拟现实研究带来商品跟踪器。了解这些设备如何使用的第一步是确定它们与传统3D跟踪系统相比的局限性和优势。基于这一动机,我们选择实施三种著名的交互技术-光线投射,荷马和世界在微型-使用Kinect,移动和Intersense IS-900(一个高端的3D跟踪系统)。我们概述了每个系统开发的设计挑战。基于这些设计问题,我们期望看到用户在使用Move和IS-900系统时获得类似的结果,而使用Kinect时性能略有下降。如果我们的断言是正确的,我们将考虑如何与这些系统设计新的交互,以允许精确和准确的选择和操作。
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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