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Chapter 2 3D User Interfaces: History and Roadmap
30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas. -
Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. -
2020 IEEE Conference on Virtual Reality and 3D User Interfaces
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR 2020) Atlanta , Georgia, USA 22 – 26 March 2020 IEEE Catalog Number: CFP20VIR-POD ISBN: 978-1-7281-5609-5 Copyright © 2020 by the Institute of Electrical and Electronics Engineers, Inc. All Rights Reserved Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries are permitted to photocopy beyond the limit of U.S. copyright law for private use of patrons those articles in this volume that carry a code at the bottom of the first page, provided the per-copy fee indicated in the code is paid through Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923. For other copying, reprint or republication permission, write to IEEE Copyrights Manager, IEEE Service Center, 445 Hoes Lane, Piscataway, NJ 08854. All rights reserved. *** This is a print representation of what appears in the IEEE Digital Library. Some format issues inherent in the e-media version may also appear in this print version. IEEE Catalog Number: CFP20VIR-POD ISBN (Print-On-Demand): 978-1-7281-5609-5 ISBN (Online): 978-1-7281-5608-8 ISSN: 2642-5246 Additional Copies of This Publication Are Available From: Curran Associates, Inc 57 Morehouse Lane Red Hook, NY 12571 USA Phone: (845) 758-0400 Fax: (845) 758-2633 E-mail: [email protected] Web: www.proceedings.com 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) VR 2020 Table of Contents General Chairs Message xix Conference Paper Program Chairs Message xx IEEE Visualization and Graphics Technical -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
An Empirical Study of Virtual Reality Menu Interaction and Design
Mississippi State University Scholars Junction Theses and Dissertations Theses and Dissertations 4-30-2021 An empirical study of virtual reality menu interaction and design Emily Salmon Wall [email protected] Follow this and additional works at: https://scholarsjunction.msstate.edu/td Recommended Citation Wall, Emily Salmon, "An empirical study of virtual reality menu interaction and design" (2021). Theses and Dissertations. 5161. https://scholarsjunction.msstate.edu/td/5161 This Dissertation - Open Access is brought to you for free and open access by the Theses and Dissertations at Scholars Junction. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholars Junction. For more information, please contact [email protected]. Template C with Schemes v4.1 (beta): Created by L. 11/15/19 An empirical study of virtual reality menu interaction and design By TITLE PAGE Emily Salmon Wall Approved by: Reuben F. Burch V (Major Professor) Michael Hamilton Daniel Carruth Brian Smith Ginnie Hsu Linkan Bian (Graduate Coordinator) Jason M. Keith (Dean, Bagley College of Engineering) A Dissertation Submitted to the Faculty of Mississippi State University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Industrial and Systems Engineering in the Department of Industrial and Systems Engineering Mississippi State, Mississippi April 2021 Copyright by COPYRIGHT PAGE Emily Salmon Wall 2021 Name: Emily Salmon Wall ABSTRACT Date of Degree: April 30, 2021 Institution: Mississippi State University Major Field: Industrial and Systems Engineering Major Professor: Reuben F. Burch V Title of Study: An empirical study of virtual reality menu interaction and design Pages in Study: 181 Candidate for Degree of Doctor of Philosophy This study focused on three different menu designs each with their own unique interactions and organizational structures to determine which design features would perform the best. -
Real-Time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum
Real-time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum John Joseph McGowan Submitted in partial fulfilment of the requirements of Edinburgh Napier University for the degree of Doctor of Philosophy October 2018 Declaration I, John McGowan, declare that the work contained within this thesis has not been submitted for any other degree or professional qualification. Furthermore, the thesis is the result of the student’s own independent work. Published material associated with the thesis is detailed within the section on Associate Publications. Signed: Date: 12th October 2019 J J McGowan Abstract i Abstract This thesis looks at the requirements analysis, design, development and evaluation of an application, CymaSense, as a means of improving the communicative behaviours of autistic participants through therapeutic music sessions, via the addition of a visual modality. Autism spectrum condition (ASC) is a lifelong neurodevelopmental disorder that can affect people in a number of ways, commonly through difficulties in communication. Interactive audio-visual feedback can be an effective way to enhance music therapy for people on the autism spectrum. A multi-sensory approach encourages musical engagement within clients, increasing levels of communication and social interaction beyond the sessions. Cymatics describes a resultant visualised geometry of vibration through a variety of mediums, typically through salt on a brass plate or via water. The research reported in this thesis focuses on how an interactive audio-visual application, based on Cymatics, might improve communication for people on the autism spectrum. A requirements analysis was conducted through interviews with four therapeutic music practitioners, aimed at identifying working practices with autistic clients. -
Manipulation of 3D Objects in Immersive Virtual Environments
PhD Dissertation Proposal Manipulation of 3D Objects in Immersive Virtual Environments Daniel Filipe Martins Tavares Mendes [email protected] September 2015 Abstract Interactions within virtual environments (VE) often require manipu- lation of 3D virtual objects. For this purpose, several research have been carried out focusing on mouse, touch and gestural input. While exist- ing mid-air gestures in immersive VE (IVE) can offer natural manipula- tions, mimicking interactions with physical objects, they cannot achieve the same levels of precision attained with mouse-based applications for computer-aided design (CAD). Following prevailing trends in previous research, such as degrees-of- freedom (DOF) separation, virtual widgets and scaled user motion, we intend to explore techniques for IVEs that combine the naturalness of mid-air gestures and the precision found in traditional CAD systems. In this document we survey and discuss the state-of-the-art in 3D object manipulation. With challenges identified, we present a research proposal and corresponding work plan. 1 Contents 1 Introduction 3 2 Background and Related Work 4 2.1 Key players . .4 2.2 Relevant events and journals . .5 2.3 Virtual Environments Overview . .7 2.4 Mouse and Keyboard based 3D Interaction . .9 2.5 3D Manipulation on Interactive Surfaces . 12 2.6 Touching Stereoscopic Tabletops . 16 2.7 Mid-Air Interactions . 17 2.8 Within Immersive Virtual Environments . 20 2.9 Discussion . 25 3 Research Proposal 28 3.1 Problem . 28 3.2 Hypotheses . 28 3.3 Objectives . 29 4 Preliminary Study of Mid-Air Manipulations 31 4.1 Implemented Techniques . 31 4.2 User Evaluation . -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
What Is a Virtual World? Definition and Classification
Education Tech Research Dev https://doi.org/10.1007/s11423-018-9577-y RESEARCH ARTICLE What is a virtual world? Definition and classification Carina Girvan1 Ó The Author(s) 2018. This article is an open access publication Abstract In 2008, articles by Bell and Schroeder provided an initial platform from which to develop a coherent definition of the term ‘virtual worlds’. Yet over the past ten years, there has been little development of the term. Instead there is confusion in the literature, with the introduction of new terms which are at times used to classify the type of virtual world and at others are used synonymously with the term. At the same time there has been a resurgence of interest in the potential of virtual reality which further muddies the con- ceptual waters. While the lack of a clear and common understanding of a term is not uncommon, there are implications for researchers and practitioners. To address these issues, this paper presents a new framework for the definition of virtual worlds, arguing what it is for a world to be virtual, the user experience that is a necessary part of this and the technical features which afford this. For the first time the relationships between commonly confused terms and technologies are identified to provide a much needed conceptual clarity for researchers and educators. Keywords Virtual world Á MUVE Á 3D learning environment Á Definition Introduction Thus far, definitions of virtual worlds lack an essential conceptualisation of what a virtual world is. The propensity towards a techno-centric definition has its advantages as it allows for a myriad of user experiences, however it results in confusion between technologies with similar technical features, most likely because a virtual world, much like a smart phone, relies on a combination of different technologies. -
A Platform for Location-Aware Trans-Reality Games
fAARS: A Platform for Location-Aware Trans-reality Games Lucio Gutierrez, Eleni Stroulia, Ioanis Nikolaidis Computing Science Department, University of Alberta, Edmonton, AB T6G 2E8, Canada {lucio, stroulia, nikolaidis}@ualberta.ca Abstract. Users today can easily and intuitively record their real-world experi- ences through mobile devices, and commodity virtual worlds enable users from around the world to socialize in the context of realistic environments where they simulate real-world activities. This synergy of technological advances makes the design and implementation of trans-reality games, blending the boundaries of the real and virtual worlds, a compelling software-engineering problem. In this paper, we describe fAARS, a platform for developing and de- ploying trans-reality games that cut across the real and parallel virtual worlds, offering users a range of game-play modalities. We place fAARS in the context of recent related work, and we demonstrate its capabilities by discussing two different games developed on it, one with three different variants. Keywords. Game platform; trans-reality games; virtual worlds; mobile games 1 Introduction Location-based games are a type of pervasive games that use the physical space of our entire world as a game board [8]. Their implementation relies on special-purpose middleware that integrates the players’ smart-phones so that they can share informa- tion about their location, surroundings and actions. The players’ game experience can be further enhanced with parallel virtual worlds, so that they can experience the game in the real world and in alternate realities, possibly at the same time. This technologi- cal convergence, on one hand, and the pervasiveness of the “gamification” concept across many aspects of our activities today, on the other, has brought to the forefront a new breed of pervasive games called “trans-reality games”. -
Interactive and Explorable 360 VR System with Visual Guidance User Interfaces
RealNodes: Interactive and Explorable 360◦ VR System with Visual Guidance User Interfaces ABSTRACT Emerging research expands the idea of using 360-degree panora- mas of the real-world for “360 VR” experiences beyond video and image viewing. However, most of these are strictly guided, with few opportunities for interaction or exploration. There is a desire for experiences with cohesive virtual environments with choice in navigation, versus scripted experiences with limited interaction. Un- like standard VR with the freedom of synthetic graphics, there are challenges in designing user interfaces (UIs) for 360 VR navigation within the limitations of fixed assets. We designed RealNodes, a novel software system that presents an interactive and explorable 360 VR environment. We also developed four visual guidance UIs for 360 VR navigation. The results of a comparative study of these UIs determined that choice of user interface (UI) had a significant effect on task completion times, showing one of the methods, Ar- row, was best. Arrow also exhibited positive but non-significant trends in preference, user engagement, and simulator-sickness. Re- alNodes and the comparative study contribute preliminary results that inspire future investigation of how to design effective visual guidance metaphors for navigation in applications using novel 360 VR environments. Keywords: Immersive / 360° video; 3D user interaction; Non- fatiguing 3DUIs; Locomotion and navigation; 3DUI metaphors; Computer graphics techniques Index Terms: Human-centered computing—Human computer Figure 1: Images from the RealNodes software displaying the four interaction (HCI)—Interaction paradigms—Virtual Reality; Human- types of visual guidance UI. (Top-left) Target; (Top-right) Arrow; centered computing—Interaction design —Interaction design pro- (Bottom-left) Path; (Bottom-right) Ripple.