scholarly journals Levels of detail in reducing cost of haptic rendering: a preliminary user study

Author(s):  
Jian Zhang ◽  
S. Payandeh ◽  
J. Dill
2018 ◽  
Vol 4 ◽  
pp. e145 ◽  
Author(s):  
Daniel Alcaide ◽  
Jan Aerts

Finding useful patterns in datasets has attracted considerable interest in the field of visual analytics. One of the most common tasks is the identification and representation of clusters. However, this is non-trivial in heterogeneous datasets since the data needs to be analyzed from different perspectives. Indeed, highly variable patterns may mask underlying trends in the dataset. Dendrograms are graphical representations resulting from agglomerative hierarchical clustering and provide a framework for viewing the clustering at different levels of detail. However, dendrograms become cluttered when the dataset gets large, and the single cut of the dendrogram to demarcate different clusters can be insufficient in heterogeneous datasets. In this work, we propose a visual analytics methodology called MCLEAN that offers a general approach for guiding the user through the exploration and detection of clusters. Powered by a graph-based transformation of the relational data, it supports a scalable environment for representation of heterogeneous datasets by changing the spatialization. We thereby combine multilevel representations of the clustered dataset with community finding algorithms. Our approach entails displaying the results of the heuristics to users, providing a setting from which to start the exploration and data analysis. To evaluate our proposed approach, we conduct a qualitative user study, where participants are asked to explore a heterogeneous dataset, comparing the results obtained by MCLEAN with the dendrogram. These qualitative results reveal that MCLEAN is an effective way of aiding users in the detection of clusters in heterogeneous datasets. The proposed methodology is implemented in an R package available athttps://bitbucket.org/vda-lab/mclean.


2017 ◽  
Author(s):  
Daniel Alcaide ◽  
Jan Aerts

Finding useful patterns in datasets has attracted considerable interest in the field of visual analytics. One of the most common tasks is the identification and representation of clusters. However, this is non-trivial in heterogeneous datasets since the data needs to be analyzed from different perspectives. Indeed, highly variable patterns may mask underlying trends in the dataset. Dendrograms are graphical representations resulting from agglomerative hierarchical clustering and provide a framework for viewing the clustering at different levels of detail. However, dendrograms become cluttered when the dataset gets large, and the single cut of the dendrogram to demarcate different clusters can be insufficient in heterogeneous datasets. In this work, we propose a visual analytics methodology called MCLEAN that offers a general approach for guiding the user through the exploration and detection of clusters. Powered by a graph-based transformation of the relational data, it supports a scalable environment for representation of heterogeneous datasets by changing the spatialization. We thereby combine multilevel representations of the clustered dataset with community finding algorithms. Our approach entails displaying the results of the heuristics to users, providing a setting from which to start the exploration and data analysis. To evaluate our proposed approach, we conduct a qualitative user study, where participants are asked to explore a heterogeneous dataset, comparing the results obtained by MCLEAN with the dendrogram. These qualitative results reveal that MCLEAN is an effective way of aiding users in the detection of clusters in heterogeneous datasets. The proposed methodology is implemented in an R package available at https://bitbucket.org/vda-lab/mclean


2017 ◽  
Author(s):  
Daniel Alcaide ◽  
Jan Aerts

Finding useful patterns in datasets has attracted considerable interest in the field of visual analytics. One of the most common tasks is the identification and representation of clusters. However, this is non-trivial in heterogeneous datasets since the data needs to be analyzed from different perspectives. Indeed, highly variable patterns may mask underlying trends in the dataset. Dendrograms are graphical representations resulting from agglomerative hierarchical clustering and provide a framework for viewing the clustering at different levels of detail. However, dendrograms become cluttered when the dataset gets large, and the single cut of the dendrogram to demarcate different clusters can be insufficient in heterogeneous datasets. In this work, we propose a visual analytics methodology called MCLEAN that offers a general approach for guiding the user through the exploration and detection of clusters. Powered by a graph-based transformation of the relational data, it supports a scalable environment for representation of heterogeneous datasets by changing the spatialization. We thereby combine multilevel representations of the clustered dataset with community finding algorithms. Our approach entails displaying the results of the heuristics to users, providing a setting from which to start the exploration and data analysis. To evaluate our proposed approach, we conduct a qualitative user study, where participants are asked to explore a heterogeneous dataset, comparing the results obtained by MCLEAN with the dendrogram. These qualitative results reveal that MCLEAN is an effective way of aiding users in the detection of clusters in heterogeneous datasets. The proposed methodology is implemented in an R package available at https://bitbucket.org/vda-lab/mclean


Author(s):  
Benjamin Birch ◽  
Daniela Constantinescu

This paper proposes a method for the passive rendering of trains of impulsive forces to users when users contact hard virtual surfaces with a rigid virtual tool. The goal is to improve the sense of presence in virtual environments through enabling users to perceive various transient dynamics at contact onset. The proposed method computes the impulsive forces in the feedback loop based on Newton’s restitution hypothesis, and superimposes them on traditional penalty-based feedback. The method accounts for the energy transferred between the user and the virtual environment by the penalty forces via re-computing the impulsive forces throughout the duration of the transient dynamics. A preliminary user study shows that the modulated impulses are perceptually distinguishable from haptic rendering of collisions via a single impulse.


2011 ◽  
Vol 21 (3-4) ◽  
pp. 135-140 ◽  
Author(s):  
Toni A. Krol ◽  
Sebastian Westhäuser ◽  
M. F. Zäh ◽  
Johannes Schilp ◽  
G. Groth

2008 ◽  
Vol 66 (5) ◽  
pp. 318-332 ◽  
Author(s):  
Jaka Sodnik ◽  
Christina Dicke ◽  
Sašo Tomažič ◽  
Mark Billinghurst
Keyword(s):  

2021 ◽  
Author(s):  
Marius Fechter ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractVirtual and augmented reality allows the utilization of natural user interfaces, such as realistic finger interaction, even for purposes that were previously dominated by the WIMP paradigm. This new form of interaction is particularly suitable for applications involving manipulation tasks in 3D space, such as CAD assembly modeling. The objective of this paper is to evaluate the suitability of natural interaction for CAD assembly modeling in virtual reality. An advantage of the natural interaction compared to the conventional operation by computer mouse would indicate development potential for user interfaces of current CAD applications. Our approach bases on two main elements. Firstly, a novel natural user interface for realistic finger interaction enables the user to interact with virtual objects similar to physical ones. Secondly, an algorithm automatically detects constraints between CAD components based solely on their geometry and spatial location. In order to prove the usability of the natural CAD assembly modeling approach in comparison with the assembly procedure in current WIMP operated CAD software, we present a comparative user study. Results show that the VR method including natural finger interaction significantly outperforms the desktop-based CAD application in terms of efficiency and ease of use.


Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


Sign in / Sign up

Export Citation Format

Share Document