I. Barakonyi, H. Prendinger, D. Schmalstieg, M. Ishizuka
{"title":"Cascading Hand and Eye Movement for Augmented Reality Videoconferencing","authors":"I. Barakonyi, H. Prendinger, D. Schmalstieg, M. Ishizuka","doi":"10.1109/3DUI.2007.340777","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340777","url":null,"abstract":"We have implemented an augmented reality videoconferencing system that inserts virtual graphics overlays into the live video stream of remote conference participants. The virtual objects are manipulated using a novel interaction technique cascading bimanual tangible interaction and eye tracking. User studies prove that our user interface enriches remote collaboration by offering hitherto unexplored ways for collaborative object manipulation such as gaze controlled raypicking of remote physical and virtual objects","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131742194","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Miho Kobayashi, M. Oikawa, T. Koike, K. Utsugi, M. Yamasaki, Satoshi Kitagawa
{"title":"Character Interaction System with Autostereoscopic Display and Range Sensor","authors":"Miho Kobayashi, M. Oikawa, T. Koike, K. Utsugi, M. Yamasaki, Satoshi Kitagawa","doi":"10.1109/3DUI.2007.340780","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340780","url":null,"abstract":"Many types of autostereoscopic displays have been developed. With these displays, users do not require any special glasses to view 3-D images, so they save users trouble and show 3-D images in a natural situation. We have been researching about an autostereoscopic display, which displays objects in 3-D as if they exist in the real world. We designed our display, which is based on integral photography (IP) (Lippman, 1908), to make autostereoscopic images more realistic. We extended the IP concept to display not only still images but also videos. We named our concept integral videography (IV) (Liao et al., 2002). To demonstrate a possible application of this concept, we developed a character interaction system consisting of a range sensor (for 3-D input) and an IV display (for 3-D output). In this system, any virtual 3-D object on the screen moves around and responds to user input interactively. User input should not involve pushing buttons but be achieved through natural body movement because the virtual 3-D object \"exists\" in the real world. So we use the ultrasonic range sensors to sense the body movements. We adopt a Tamagotchi character as 3-D moving object, which moves around in a 3-D park. When a user extends a hand toward it, it notices and moves to the front of the park to greet him or her.","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133528086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Balloon Selection: A Multi-Finger Technique for Accurate Low-Fatigue 3D Selection","authors":"Hrvoje Benko, Steven K. Feiner","doi":"10.1109/3DUI.2007.340778","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340778","url":null,"abstract":"Balloon selection is a 3D interaction technique that is modeled after the real world metaphor of manipulating a helium balloon attached to a string. Balloon selection allows for precise 3D selection in the volume above a tabletop surface by using multiple fingers on a multi-touch-sensitive surface. The 3DOF selection tasks is decomposed in part into a 2DOF positioning task performed by one finger on the tabletop in an absolute 2D Cartesian coordinate system and a 1DOF positioning task performed by another finger on the tabletop in a relative 2D polar coordinate system. We have evaluated balloon selection in a formal user study that compared it to two well-known interaction techniques for selecting a static 3D target: a 3DOF tracked wand and keyboard cursor keys. We found that balloon selection was significantly faster than using cursor keys and had a significantly lower error rate than the wand. The lower error rate appeared to result from the user's hands being supported by the tabletop surface, resulting in significantly reduced hand tremor and arm fatigue.","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"232 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117329665","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Sherstyuk, D. Vincent, J. Lui, K. Connolly, K. Wang, S. Saiki, T. Caudell
{"title":"Design and Development of a Pose-Based Command Language for Triage Training in Virtual Reality","authors":"A. Sherstyuk, D. Vincent, J. Lui, K. Connolly, K. Wang, S. Saiki, T. Caudell","doi":"10.1109/3DUI.2007.340771","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340771","url":null,"abstract":"Triage is a medical term that describes the process of prioritizing and delivering care to multiple casualties within a short time frame. Because of the inherent limitations of traditional methods of teaching triage, such as paper-based scenarios and the use of actors as standardized patients, computer-based simulations and virtual reality (VR) scenarios are being advocated. We present our system for VR triage, focusing on design and development of a pose and gesture based interface that allows a learner to navigate in a virtual space among multiple simulated casualties. The learner is also able to manipulate virtual instruments effectively in order to complete required training tasks","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130933252","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Krause, J. H. Israel, Jens Neumann, Tobias Feldmann-Wüstefeld
{"title":"Usability of Hybrid, Physical and Virtual Objects for Basic Manipulation Tasks in Virtual Environments","authors":"F. Krause, J. H. Israel, Jens Neumann, Tobias Feldmann-Wüstefeld","doi":"10.1109/3DUI.2007.340779","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340779","url":null,"abstract":"Integrating physical and virtual environments has been shown to improve usability of virtual reality (VR) applications. Objects within these mixed realities (MR (Milgram and Kishino, 1994)) can be hybrid physical/virtual objects that are physically manipulatable and have flexible shape and texture. We compare usability of hybrid objects for basic manipulation tasks (rotation, positioning) to physical and virtual objects. The results suggest that hybrid objects are manipulated faster than virtual objects, but not more accurately. Physical objects outperform both hybrid and virtual objects in terms of speed and accuracy. On the other hand, users felt most stimulated by the virtual objects, followed by the hybrid and physical objects. The study shows that hybrid objects \"work\" in virtual environments, but further investigations regarding the factors influencing their usability are needed.","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113966070","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Avatar-Based Approach to 3D User Interface Design for Children","authors":"Tian Wang, Xizhi Li, Jiaoying Shi","doi":"10.1109/3DUI.2007.340789","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340789","url":null,"abstract":"What works for adults will not necessarily work for children; however, most of the people designing and creating the user experience today still have not designed for children as a user group. Hopefully, this practical paper will appeal to those who aim children as end users in their 3D applications, but are unsure about how to proceed. The prototype used in the paper is a 3D content creation game, in which the children are enticed to do highly frequent professional 3D editing jobs with our redesigned 3D user interface, such as 3D terrain editing and texturing, 3D object creation and manipulation with aesthetic or functional goals, 3D scene composing with high spatial complexity, self-motivated story making in 3D worlds, and some kids-invented methods of 3D navigation and path-finding by modifying the environment and applying physical laws. This paper shows that how the frequent and perplexing manipulations of 3D user interface used by adult professionals could be redesigned and accomplished so successfully by children aged 7-12 without losing interests","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126397829","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Keijser, Sheelagh Carpendale, Mark S. Hancock, Tobias Isenberg
{"title":"Exploring 3D Interaction in Alternate Control-Display Space Mappings","authors":"J. Keijser, Sheelagh Carpendale, Mark S. Hancock, Tobias Isenberg","doi":"10.1109/3DUI.2007.340769","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340769","url":null,"abstract":"The desire to have intuitive, seamless 3D interaction fuels research exploration into new approaches to 3D interaction. However, within these explorations we continue to rely on Brunelleschi's perspective for display and map the interactive control space directly into it without much thought on the effect that this default mapping has. In contrast, there are many possibilities for creating 3D interaction spaces, thus making it important to run user studies to examine these possibilities. Options in mapping the control space to the display space for 3D interaction have previously focused on the manipulation of control-display ratio or gain. In this paper, we present a conceptual framework that provides a more general control-display description that includes mappings for flip, rotation, skew, as well as scale (gain). We conduct a user study to explore 3D selection and manipulation tasks in three of these different mappings in comparison to the commonly used mapping (perspective mapping of control space to a perspective display). Our results show interesting differences between interactions and user preferences in these mappings and indicate that all may be considered viable alternatives. Together this framework and study open the door to further exploration of 3D interaction variations","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"256 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114324012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Family of New Ergonomic Harness Mechanisms for Full-Body Natural Constrained Motions in Virtual Environments","authors":"R. Kaufman","doi":"10.1109/3DUI.2007.340776","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340776","url":null,"abstract":"A family of new virtual reality harness mechanisms has been developed by this investigator to constrain an immersed user within the field of view of a virtual locomotion sensing system while permitting natural motions such as twisting, turning, jogging in place, dropping to the knees or moving to a prone position. The author has also developed a generalized synthesis approach to the design of such harness systems. Unwanted rotational inertial loads felt by the user are minimized while compliant constraints have been tailored to provide natural feedback forces. These ergonomic forces enhance the experience of virtual motion by partially substituting for the missing real-world dynamic loads encountered in locomotion. They also provide subtle, natural cues to the immersed user that aid the user in remaining centered. Unlike some other virtual locomotion systems, these devices are passive, relatively low-cost, easy and natural to use, making them minimally intrusive on the process of learning the simulated task","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121708545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Exploration of Non-Isomorphic 3D Rotation in Surround Screen Virtual Environments","authors":"J. Laviola, Michael Katzourin","doi":"10.1109/3DUI.2007.340774","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340774","url":null,"abstract":"Non-isomorphic rotational mappings have been shown to be an effective technique for rotation of virtual objects in 3D desktop environments. In this paper, we present an experimental study that explores the performance characteristics of isomorphic and non-isomorphic rotation techniques in a surround screen virtual environment. Our experiment compares isomorphic rotation with non-isomorphic rotation techniques utilizing three separate amplification factors, two different thresholds for task completion, and two different angular ranges for virtual object rotation. Our results show that a non-isomorphic mapping with an amplification factor of three is both optimal in terms of completion time and accuracy and is most preferred by our test subjects. In addition, our results suggest that, in a surround screen virtual environment, rotation tasks using both isomorphic and non-isomorphic rotational mappings can be completed faster and more accurately compared to previous studies exploring rotation in 3D user interfaces.","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115821318","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Real-time Interactions and Synchronization of Voxel-based Collaborative Virtual Environments","authors":"Eric Acosta, Alan Liu","doi":"10.1109/3DUI.2007.340785","DOIUrl":"https://doi.org/10.1109/3DUI.2007.340785","url":null,"abstract":"Collaborative virtual environments (C-VE) facilitate team-oriented training on virtual reality-based surgical simulators. Many C-VEs replicate the VE on each user's machine to allow for real-time interactions. However, this solution does not work well when modifying voxel-based C-VEs because large and frequent volumetric updates make it difficult to synchronize the C-VE. This paper describes a hybrid depth-buffered image (DBI) and geometry-based rendering method created to simulate visual interactions between local virtual bone cutting tools and remotely maintained volumetric bone material for a craniotomy simulator. For real-time interactions, users only store a DBI of the volumetric C-VE and composite it with rendered images of surgical tools. Additionally, we describe methods to combat network bandwidth/latency to remotely simulate haptic and bone drilling interactions between users' tools and the volumetric VE. For haptic feedback, a multi-rate solution (Cavusoglu and Tendick, 2000) allows users to construct a local approximation of the volumetric C-VE to compute new forces. Only 2D DBI updates are required to synchronize different users when the bone changes due to drilling. Our approach provides an improved performance over a replicated VE that uses 3D model-based updates","PeriodicalId":301785,"journal":{"name":"2007 IEEE Symposium on 3D User Interfaces","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132963797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}