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This study compares a traditional 3D WIMP (Window Icon Menu Pointer) modeller to a prototype of a novel system with a 6DOF haptic feedback device, stereovision and a co-located display, both in quantitative and qualitative terms. The novel system was conceived to overcome limitations of traditional interaction techniques and devices when dealing with three-dimensions. Experimental results confirm the fundamental role of spatial input for 3D modelling and the significant contribution of haptics and stereovision to qualitative and quantitative performance. A review of relevant research and motivations for the study is presented along with a discussion of main outcomes.
The choice of the interaction menu to use is an important aspect for the usability of an application. In these years, different solutions, related to menu shape, location and interaction modalities have been proposed. This paper investigates the influence of haptic features on the usability of 3D menu. We have developed a haptic menu for a specific workbench, which integrates stereoscopic visualization and haptic interaction. Several versions of this menu have been developed with the aim of performing testing sessions with users. The results of these tests have been discussed to highlight the impact that these features have on the user's learning capabilities.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, 2018
Traditionally, input devices allowed for at least a certain degree of haptic experience by involving direct physical contact between user and device. Recently, touchless interaction gained popularity through readily available, cheap devices like the Leap motion controller or Microsoft Kinect. Usually, these devices support more than two degrees of freedom and are thus especially suitable for interaction tasks in a three-dimensional space. However, besides the high potential that lies within touchless input techniques, they also involve new challenges (e.g., lack of borders and natural haptic guidance). In this paper, we aim at the identification of potentials and limitations inherent to three different input techniques that involve a varying amount of haptics (i.e., touchful, touchless and semi-touchless input). We present a study conducted with 25 users that focuses on simple input tasks in a 3D interaction space and analyzes objective interaction performance metrics (e.g., regularity or time) and subjective User Experience aspects (e.g., dependability or efficiency). It reveals parallels as well as contrasts between the users' actual interaction performance and perceived UX (e.g., several metrics suggested haptic input to outperform touchless input while differences regarding UX were not significant). The results are intended to inform other researchers when designing interactive environments.
Advances in Engineering Software, 2014
Quantitative assessment is made of using two display techniques, providing two different levels of depth perception, in conjunction with a haptic device for manipulating 3D objects in virtual environments. The two display techniques are 2D display, and interactive 3D stereoscopic virtual holography display on a zSpace tablet. Experiments were conducted, by several users of different ages and computer training. The experiments involved selected pointing and manipulation tasks. The speed of performing the tasks using the two display techniques were recorded. Statistical analysis of the data is presented. As expected, the use of interactive 3D stereoscopic display resulted in faster performance of the tasks. The improvement in performance was particularly noticeable for the cases wherein the subjects needed to manipulate the haptic arm to reach objects / targets at different depths, and also when the objects / targets were occluded partially by the obstacles.
… computer graphics and …, 2008
2008
This study compares a traditional 3D WIMP (Window Icon Menu Pointer) modeller to a prototype of a novel system with a 6DOF haptic feedback device, stereovision and a co-located display, both in quantitative and qualitative terms. The novel system was conceived to overcome limitations of traditional interaction techniques and devices when dealing with three-dimensions. Experimental results confirm the fundamental role of spatial input for 3D modelling and the significant contribution of haptics and stereovision to qualitative and quantitative performance. A review of relevant research and motivations for the study is presented along with a discussion of main outcomes.
In this dissertation, the potential of the human body will be investigated, with the aim to design, develop, and analyze new spatial interaction methods which surpass performance or application possibilities of currently available techniques. In contrast to desktop interfaces, spatial interaction methods potentially make use of all six degrees of freedom and are generally referred to as 3D user interfaces (3DUIs). These interfaces find wide applicability in a multitude of different kinds of Virtual Environments, ranging from those techniques that allow for free movement through a room with large, possibly stereoscopic displays, up to the usage of helmet-like or full-encompassing ("immersive") display systems. Due to the experimental characteristics, most of the presented techniques can be labeled as being unconventional, even though many of the techniques can find great applicability in the more traditional work environments. Hence, through investigation of human potential, the design space of 3DUIs can be broadened. More specifically, the basics of 3D User Interfaces and related terminology will be explored (chapter 1), after which an extensive and detailed look will be taken at the possibilities of the different human "input and output channels," relating the psychophysiological possibilities to technology that is currently existent, or will be developed in the foreseeable future. A reflection on possible applications is included (chapter 2). In chapter 3, issues that are specific to designing and developing unconventional 3DUIs are investigated, ranging from the boundaries of human performance, specific humancomputer interface matters, to social and technical issues. Following (chapter 4), a total of seven case studies illuminate multiple sides of designing, developing, and analyzing unconventional techniques, looking at both pure spatial and unconventional setups, and so called hybrid interface techniques. More specifically, Shockwaves and BioHaptics explore the usage of alternative haptic feedback, either through usage of audio and airbased shockwaves, or neuromuscular stimulation. Also dealing with haptics, Tactylus explores multisensory binding factors of a device using coupled visual, auditory, and vibrotactile feedback. The fourth study, Cubic Mouse, explores a prop output (control) device, resembling a coordinate system, in order to find specific performance advantages or flaws in comparison to generally used spatial controllers. It, thereby, makes use of a new spatial trajectory analysis method. The final three studies all focus on hybrid interfaces, integrating 2D and 3D I/O methods. ProViT deals with integrating a PenPC with a spatial pen device, and the Cubic Mouse to control engineering applications, focusing, foremost, on flow of action factors. Capsa Arcana are two consoles used in museum applications that integrate MIDI controllers and desktop devices to allow for more interesting and potentially unconventional control. Finally, with Eye of Ra, a new input device form is presented. The Eye of Ra has been specifically designed for closely combining the control of 2D and spatial actions for use in medical scenarios. The final chapter concludes this dissertation by providing a short summary and reflection, including a road map of open issues and fields of further research.
Touch and feel senses of human beings provide important information about the environment. When those senses are integrated with the eyesight, we may get all the necessary information about the environment. In terms of human-computer-interaction, the eyesight information is provided by visual displays. On the other hand, touch and feel senses are provided by means of special devices called "haptic" devices. Haptic devices are used in many fields such as computer-aided design, distance-surgery operations, medical simulation environments, training simulators for both military and medical applications, etc. Besides the touch and sense feelings haptic devices also provide forcefeedbacks, which allows designing a realistic environment in virtual reality applications. Haptic devices can be categorized into three classes: tactile devices, kinesthetic devices and hybrid devices. Tactile devices simulate skin to create contact sensations. Kinesthetic devices apply forces to guide or inhibit body movement, and hybrid devices attempt to combine tactile and kinesthetic feedback. Among these kinesthetic devices exerts controlled forces on the human body, and it is the most suitable type for the applications such as surgical simulations. The education environments that require skill-based improvements, the touch and feel senses are very important. In some cases providing such educational environment is very expensive, risky and may also consist of some ethical issues. For example, surgical education is one of these fields. The traditional education is provided in operating room on real patients. This type of education is very expensive, requires long time periods, and does not allow any error-andtry type of experiences. It is stressfully for both the educators and the learners. Additionally there are several ethical considerations. Simulation environments supported by such haptic user interfaces provide an alternative and safer educational alternative. There are several studies showing some evidences of educational benefits of this type of education (Tsuda et al 2009; Sutherland et al 2006). Similarly, this technology can also be successfully integrated to the physical rehabilitation process of some diseases requiring motor skill improvements (Kampiopiotis & Theodorakou, 2003). Hence, today simulation environments are providing several opportunities for creating low cost and more effective training and educational environment. Today, combining three dimensional (3D) simulation environments with these
2003
Applied artists and product designers encounter difficulties in adapting to digital tools which could theoretically improve their practice. The Tacitus project has adopted user-centered methodologies to investigate the potential advantage offered by digital media, particularly during the germinal phase of the design process, by developing a novel interface which exploits spatial input, haptic force-feedback and stereovision. This paper presents theoretical implications and experimental results obtained from the first studies of an early prototype for sketching in three dimensions, with the focus on qualitative evaluation. The underlying principle of the 3D sketching 'widget' is to support designers by merging those qualities typically offered by sketching and modeling with advantages of digital interfaces.
2009
This research presents a user evaluation study examining the effect different rendering styles of 3D virtual city models, as intended for navigational purposes, could potentially have on users with emphasis on non-photorealistically rendered (NPR) stylizations. The purpose of this experiment is to establish whether, particularly for the application area mentioned above, non-photorealistic, expressive rendering could provide alternative, more effective visual styles than the photorealistic representations of urban areas usually opted for by developers today. 50 participants were exposed to a predominably questionnaire-based study assessing various parameters by observation of the models on a UMPC (Ultra Mobile PC). The results of this research could potentially have significant implications on how future pedestrian navigational software should be visualised in the future.
Technical Report CS: 2003-04, Chalmers Department …, 2003
2002
ction in three dimensional virtual environments is lt, often resulting in physical or mental fatigue. c interfaces have previously been employed with nd 2.5D desktop metaphors in order to improve ing performance. This paper extends the principle D environment targeting task. Subjects completed eting task with and without haptic feedback, in the of “virtual magnets” that physically attract the owards targets in the environment, and with and ut the provision of stereo depth cues via a stereo r and shutter glasses. It was found that the virtual ets improved subjects accuracy, but did not ve the time taken to reach the target. Stereo cues ved both the subjects’ spatial accuracy, and icantly improved the temporal measure of mance.
It may sound obvious that computer interfaces strive to adopt the same patterns of learning as we know from our daily world. In particular we refer to the enactive knowledge, acquired by 'doing', such as "driving a car", or "playing an instrument". However, even in highly interactive 3D Virtual Environment applications, the enactive approach is still not common This paper shows how the adoption of a hardware standard, and the use of high level interaction diagrams may support the easier creation of such an interface .
… International Journal of …, 2006
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