Gesture3DFramework:一个应用于3D环境的基于手势的通用交互中间件

Diego Passos Costa, P. Sampaio, Valéria Farinazzo Martins Salvador
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引用次数: 0

摘要

技术的进步提供了不同类型人机界面的发展和广泛采用,这导致了基于多媒体和虚拟现实(3D)的新应用程序的创建。特别是在3D环境中提出的交互隐喻,旨在将现实世界的概念复制到虚拟环境中,方便了用户的交互。在3D环境中使用手势交互隐喻可以使用户体验更加熟悉和具体,使训练约束更小。然而,为了应用交互隐喻,必须对交互隐喻进行分类和泛化,以便在不同的应用中得到广泛的应用。本文介绍了一种通用的、可定制的解决方案的开发,用于虚拟现实环境中用户手势交互(选择、操作和导航)与异构渲染引擎的中介。这个名为Gesture3DFramework的解决方案允许用户轻松定制上下文和手势隐喻配置,以便它可以适应多个3D虚拟环境。使用Gesture3DFramework,当涉及到交互式虚拟现实应用程序的开发时,最终用户(和开发人员)将获得更高层次的抽象,因为一旦配置指令被描述,系统将适应应用渲染引擎的特定交互例程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gesture3DFramework: A Generic Gesture-Based Interaction Middleware Applied to 3D Environments
The technological advances provide the development and wide adoption of different kinds of humanmachine interfaces, which leads to the creation of new applications such as those based on multimedia and virtual reality (3D). In particular, the proposal of interaction metaphors applied to 3D environments which aim at replicating real world concepts into the virtual environment, facilitates user's interaction. The utilization of gestural interaction metaphors within a 3D environment can turn the user experience more familiar and concrete, making the training curb smaller. However, in order to apply interaction metaphors it is necessary their classification and generalization, so that they can be widely deployed in different applications. This paper introduces the development of a generic and customizable solution for the mediation of user gestural interaction (selection, manipulation and navigation) with heterogeneous rendering engines for virtual reality environments. This solution, called Gesture3DFramework, allows the users context and gesture-metaphors configuration to be easily customized so that it can be adaptable to multiple 3D virtual environments. With Gesture3DFramework, the final user (and developer) will be provided with a higher level of abstraction when it comes to the development of interactive virtual reality applications, since once the configuration directives have been described, the system will adapt itself to the specific interaction routines of the applied rendering engine.
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