3DUI 2009
| Archive: March 2009
Authors
Dustin B. Chertoff
Ross Byers
Joseph J. LaViola
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811225
Presentation Slides: [PDF]
Abstract
With the rise in popularity of 3D spatial interaction in console gaming, such as the Nintendo Wii, it is important to determine whether existing menuing technique findings still hold true when using a 3D pointing device such as the Wii Controller. Linear menus were compared with two other menu techniques: radial menus and rotary menus. Effectiveness was measured through task completion time and the number of task errors. A subjective measure was also taken to determine participant preferences. Participants performed faster and made fewer errors when using the radial menu technique. Radial menus were also preferred by participants. These results indicate that radial menus are an effective menu technique when used with a 3D pointing device. This is consistent with previous work regarding radial menus and indicates that the usage of radial menus in gaming applications should be investigated further.
Authors
Seiko Myojin
Hirokazu Kato
Shogo Nishida
DOI Bookmark: TBA
Abstract
We have proposed MagicCup, a novel wand (3D mouse), for controlling virtual objects in a tabletop augmented reality (AR) environment. In this paper, we present an evaluation of its usability. MagicCup is a handheld input device that uses a real cup as a control interface. It differs from conventional wands in that it can be used to perform “covering” operations to interact with virtual objects. In order to evaluate its fundamental characteristics, we compared the “covering” interaction method with the corresponding methods of conventional wands, such as “pointing” and “touching.” MagicCup allows a user to select a virtual object by covering it with the cup and then holding it up. In contrast, pointing and touching wands allow a user to select an object by pointing at it and pressing a button or by touching it, respectively. Our experimental results indicated that the fundamental characteristics differed depending on the interaction methods. MagicCup was suitable for selecting one object from among several small, scattered objects. In contrast, the pointing and touching wands were suitable for selecting one object from among several small, closely packed objects. In addition, we describe the advantages of MagicCup and the other wands in detail.
Authors
Camilo A. Perez Quintero
Pablo A. Figueroa
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811223
Abstract
There are several ways to guide users to a destination in a Virtual World, most of them inherited from real counterparts, and typically based on visual feedback. Although these aids are very useful in general, we want to avoid user’s distractions from the main scene and visual cluttering that may occur when visual feedback for wayfinding is used. We present our work on a “vibrating belt”, a belt of motors that can be used as an orientation aid. We conducted a set of experiments that compared such device with a low cognitive load visual aid for wayfinding, and we have found our device as effective as the visual aids in our study. We believe this device could improve the user’s performance and concentration on the main activities in the scene.
Authors
Maiya Hori
Masayuki Kanbara
Naokazu Yokoya
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811222
Abstract
This paper presents a telepresence system for a ride, such as on a roller coaster, using a motion platform that can provide a seated user with the sensation of inertial force. Most conventional studies using a motion platform with a few degrees of freedom have not generated an inertial force when a ride accelerates, because a motion platform cannot simulate the same motion of a real roller coaster. We propose a new telepresence system that can provide a user with an inertial force sensation using a motion platform with a few degrees of freedom and an immersive display. In our research, the inertial force sensation is generated by acceleration of gravity produced by inclining the motion platform. The inclination of the seated user is estimated from an image sequence captured using an omnidirectional camera placed on an actual running roller coaster. In our experiments, the inertial force sensation is realized using a motion platform and an immersive display.
Authors
Omar Gómez
Helmuth Trefftz
Pierre Boulanger
Walter F. Bischof
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811221
Abstract
Virtual collaborative systems are vital tools for accessing and sharing scientific data visualizations. This paper shows how two different modes of collaboration can affect user performance in a specific exploration task. Experiments with groups of users that are working in pairs showed that the lack of mobility can affect the ability to achieve specific exploration goals in a virtual environment. Our analysis reveals that the task was completed more efficiently when users were allowed to move freely and independently instead of working with limited mobility. In these systems, users adapted their own abilities and minimized the effect of mobility restrictions.
Authors
Sean White
David Feng
Steven Feiner
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811220
Abstract
Shake menus are a novel method for activating, displaying, and selecting options presented relative to a tangible object or manipulator in a 3D user interface. They provide ready-to-hand interaction, including facile selection and placement of objects. We present the technique, several alternative methods for presenting shake menus (world-referenced, display-referenced, and object-referenced), and an evaluation of menu placement.
Authors
Johannes Schöning
Frank Steinicke
Antonio Krüger
Klaus Hinrichs
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811219
Abstract
In recent years visualization of and interaction with 3D data have become more and more popular and widespread due to the requirements of numerous application areas. Two-dimensional desktop systems are often limited in cases where natural and intuitive interfaces are desired. Sophisticated 3D user interfaces, as they are provided by virtual reality (VR) systems consisting of stereoscopic projection and tracked input devices, are rarely adopted by ordinary users or even by experts. Since most applications dealing with 3D data still use traditional 2D GUIs, current user interface designs lack adequate efficiency. Multi-touch interaction has received considerable attention in the last few years, in particular for non-immersive, natural 2D interaction. Interactive multi-touch surfaces even support three degrees of freedom in terms of 2D position on the surface and varying levels of pressure. Since multi-touch interfaces represent a good trade-off between intuitive, constrained interaction on a touch surface providing tangible feedback, and unrestricted natural interaction without any instrumentation, they have the potential to form the fundaments of the next generation 2D and 3D user interfaces. Indeed, stereoscopic display of 3D data provides an additional depth cue, but until now challenges and limitations for multi-touch interaction in this context have not been considered. In this paper we present new multi-touch paradigms that combine traditional 2D interaction performed in monoscopic mode with 3D interaction and stereoscopic projection, which we refer to as interscopic multi-touch surfaces (iMUTS).
Authors
Frank Steinicke
Gerd Bruder
Kai Rothaus
Klaus Hinrichs
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811218
Abstract
A fully-articulated visual representation of oneself in an immersive virtual environment has considerable impact on the subjective sense of presence in the virtual world. Therefore, many approaches address this challenge and incorporate a virtual model of the user’s body in the VE. Such a “virtual body” (VB) is manipulated according to user motions which are defined by feature points detected by a tracking system. The required tracking devices are unsuitable in scenarios which involve multiple persons simultaneously or in which participants frequently change. Furthermore, individual characteristics such as skin pigmentation, hairiness or clothes are not considered by this procedure. In this paper we present a software-based approach that allows to incorporate a realistic visual representation of oneself in the VE. The idea is to make use of images captured by cameras that are attached to video-see-through head-mounted displays. These egocentric frames can be segmented into foreground showing parts of the human body and background. Then the extremities can be overlayed with the user’s current view of the virtual world, and thus a high-fidelity virtual body can be visualized.
Authors
Kyungdahm Yun
Woontack Woo
DOI Bookmark: TBA
Download - Video | Audio | Slides
Running Time: 22 min 25 sec
Abstract
Spatial Interaction (SPINT) is a non-contact passive interaction method that exploits a depth-sensing camera for monitoring the spaces around an augmented virtual object and interpreting their occupancy states as user input. The proposed method provides 3D hand interaction requiring no wearable device. The interaction schemes can be extended by combining virtual space sensors with different types of interpretation units. The depth perception anomaly caused by an incorrect occlusion between real and virtual objects is also alleviated for more precise interaction. The fluid interface will be used for a new exhibit platform, such as Miniature AR System (MINARS), to support a dynamic content manipulation by multiple users without severe tracking constraints.
Authors
Stephen D. Peterson
Magnus Axholt
Matthew Cooper
Stephen R. Ellis
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811215
Download - Video | Audio | Slides
Running Time: 22 min 39 sec
Abstract
This paper reports an experiment comparing three label separation methods for reducing visual clutter in Augmented Reality (AR) displays. We contrasted two common methods of avoiding visual overlap by moving labels in the 2D view plane with a third that distributes overlapping labels in stereoscopic depth. The experiment measured user identification performance during spatial judgment tasks in static scenes. The three methods were compared with a control condition in which no label separation method was employed. The results showed significant performance improvements, generally 15-30%, for all three methods over the control; however, these methods were statistically indistinguishable from each other. Indepth analysis showed significant performance degradation when the 2D view plane methods produced potentially confusing spatial correlations between labels and the markers they designate. Stereoscopically separated labels were subjectively judged harder to read than view-plane separated labels. Since measured performance was affected both by label legibility and spatial correlation of labels and their designated objects, it is likely that the improved spatial correlation of stereoscopically separated labels and their designated objects has compensated for poorer stereoscopic text legibility. Future testing with dynamic scenes is expected to more clearly distinguish the three label separation techniques.
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