Interaction Techniques As a Communication Channel When Presenting 3D Visualizations
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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. -
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 -
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 . -
The Three-Dimensional User Interface
32 The Three-Dimensional User Interface Hou Wenjun Beijing University of Posts and Telecommunications China 1. Introduction This chapter introduced the three-dimensional user interface (3D UI). With the emergence of Virtual Environment (VE), augmented reality, pervasive computing, and other "desktop disengage" technology, 3D UI is constantly exploiting an important area. However, for most users, the 3D UI based on desktop is still a part that can not be ignored. This chapter interprets what is 3D UI, the importance of 3D UI and analyses some 3D UI application. At the same time, according to human-computer interaction strategy and research methods and conclusions of WIMP, it focus on desktop 3D UI, sums up some design principles of 3D UI. From the principle of spatial perception of people, spatial cognition, this chapter explained the depth clues and other theoretical knowledge, and introduced Hierarchical Semantic model of “UE”, Scenario-based User Behavior Model and Screen Layout for Information Minimization which can instruct the design and development of 3D UI. This chapter focuses on basic elements of 3D Interaction Behavior: Manipulation, Navigation, and System Control. It described in 3D UI, how to use manipulate the virtual objects effectively by using Manipulation which is the most fundamental task, how to reduce the user's cognitive load and enhance the user's space knowledge in use of exploration technology by using navigation, and how to issue an order and how to request the system for the implementation of a specific function and how to change the system status or change the interactive pattern by using System Control. -
What Is Interaction for Data Visualization? Evanthia Dimara, Charles Perin
What is Interaction for Data Visualization? Evanthia Dimara, Charles Perin To cite this version: Evanthia Dimara, Charles Perin. What is Interaction for Data Visualization?. IEEE Transactions on Visualization and Computer Graphics, Institute of Electrical and Electronics Engineers, 2020, 26 (1), pp.119 - 129. 10.1109/TVCG.2019.2934283. hal-02197062 HAL Id: hal-02197062 https://hal.archives-ouvertes.fr/hal-02197062 Submitted on 30 Jul 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. What is Interaction for Data Visualization? Evanthia Dimara and Charles Perin∗ Abstract—Interaction is fundamental to data visualization, but what “interaction” means in the context of visualization is ambiguous and confusing. We argue that this confusion is due to a lack of consensual definition. To tackle this problem, we start by synthesizing an inclusive view of interaction in the visualization community – including insights from information visualization, visual analytics and scientific visualization, as well as the input of both senior and junior visualization researchers. Once this view takes shape, we look at how interaction is defined in the field of human-computer interaction (HCI). By extracting commonalities and differences between the views of interaction in visualization and in HCI, we synthesize a definition of interaction for visualization. -
A Review of User Interface Design for Interactive Machine Learning
1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J. -
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. -
Interaction Design and Children
Foundations and TrendsR in Human–Computer Interaction Vol. 1, No. 4 (2007) 277–392 c 2008 J. P. Hourcade DOI: 10.1561/1100000006 Interaction Design and Children Juan Pablo Hourcade University of Iowa, USA, [email protected] Abstract Children are increasingly using computer technologies as reflected in reports of computer use in schools in the United States. Given the greater exposure of children to these technologies, it is imperative that they be designed taking into account children’s abilities, interests, and developmental needs. This survey aims to contribute toward this goal through a review of research on children’s cognitive and motor development, safety issues related to technologies and design method- ologies and principles. It also provides and overview of current research trends in the field of interaction design and children and identifies chal- lenges for future research. To understand children’s developmental needs it is important to be aware of the factors that affect children’s intellectual development. This survey analyzes the relevance of constructivist, socio-cultural, and other modern theories with respect to the design of technologies for chil- dren. It also examines the significance of research on children’s cognitive development in terms of perception, memory, symbolic representation, problem solving, and language. Since interacting with technologies most often involves children’s hands this survey also reviews literature on children’s fine motor development including manipulation and reach- ing movements. Just as it is important to know how to aid children’s development it is also crucial to avoid harming development. This survey summarizes research on how technologies can negatively affect children’s physical, intellectual, social, emotional, and moral devel- opment. -
The Openxr Specification
The OpenXR Specification Copyright (c) 2017-2021, The Khronos Group Inc. Version 1.0.19, Tue, 24 Aug 2021 16:39:15 +0000: from git ref release-1.0.19 commit: 808fdcd5fbf02c9f4b801126489b73d902495ad9 Table of Contents 1. Introduction . 2 1.1. What is OpenXR?. 2 1.2. The Programmer’s View of OpenXR. 2 1.3. The Implementor’s View of OpenXR . 2 1.4. Our View of OpenXR. 3 1.5. Filing Bug Reports. 3 1.6. Document Conventions . 3 2. Fundamentals . 5 2.1. API Version Numbers and Semantics. 5 2.2. String Encoding . 7 2.3. Threading Behavior . 7 2.4. Multiprocessing Behavior . 8 2.5. Runtime . 8 2.6. Extensions. 9 2.7. API Layers. 9 2.8. Return Codes . 16 2.9. Handles . 23 2.10. Object Handle Types . 24 2.11. Buffer Size Parameters . 25 2.12. Time . 27 2.13. Duration . 28 2.14. Prediction Time Limits . 29 2.15. Colors. 29 2.16. Coordinate System . 30 2.17. Common Object Types. 33 2.18. Angles . 36 2.19. Boolean Values . 37 2.20. Events . 37 2.21. System resource lifetime. 42 3. API Initialization. 43 3.1. Exported Functions . 43 3.2. Function Pointers . 43 4. Instance. 47 4.1. API Layers and Extensions . 47 4.2. Instance Lifecycle . 53 4.3. Instance Information . 58 4.4. Platform-Specific Instance Creation. 60 4.5. Instance Enumerated Type String Functions. 61 5. System . 64 5.1. Form Factors . 64 5.2. Getting the XrSystemId . 65 5.3. System Properties . 68 6. Path Tree and Semantic Paths. -
CAP 6121: 3D User Interfaces for Games and Virtual Reality Spring 2011; MW 4:30Pm-5:45Pm HEC -0111
1 CAP 6121: 3D User Interfaces for Games and Virtual Reality Spring 2011; MW 4:30pm-5:45pm HEC -0111 Instructor: Dr. Joseph J. LaViola Jr. Website: www.eecs.ucf.edu/courses/cap6121/spr11/ Office Hours: T: 4:00pm-5:30pm Office: ENGRIII – 321, phone: x2285 W: 5:45pm-6:45pm [email protected] READINGS: Text: Bowman, D., Kruijff, E., LaViola, J., and Poupyrev, I. 3D User Interfaces: Theory and Practice, Addison Wesley, July 2004. Creighton, Ryan H. Unity 3D Game Development by Example, Packt Publishing, 2010. Papers: student/professor selected research papers Catalog Description: 3D user interaction, spatial user interfaces, selection and manipulation, 3D navigation, system control, evaluation methodologies, augmented and mixed reality, input and output hardware Course Objectives: 3D User Interfaces for Games and Virtual Reality is a course designed to give students a rigorous introduction to the design, implementation, and evaluation of the fundamental techniques in spatial 3D interaction. Student Requirements: 1. Star Wars Game -- Students will create a lightsaber game where they control the saber with and use the force using the Microsoft Kinect. 2. 3D Pac-Man -- Students will create a 3D Pac-Man game where they will travel through a maze using the using the Microsoft Kinect. 3. Game UI paper -- Students will examine existing 3D user interaction techniques and see how they can be applied in a video game setting. 4. Paper Presentations -- Students will have to present at least one paper on a topic in 3DUIs. 5. Final Project -- Students will do a final project of their choice that explores a particular concept in 3D user interfaces tailored to video games.