An efficient multi-resolution modeling for 3D objects in applications of virtual environments

Author(s):  
Lijun Chen ◽  
N.D. Georganas
1999 ◽  
Vol 4 (1) ◽  
pp. 8-17 ◽  
Author(s):  
G Jansson ◽  
H Petrie ◽  
C Colwell ◽  
D. Kornbrot ◽  
J. Fänger ◽  
...  

This paper is a fusion of two independent studies investigating related problems concerning the use of haptic virtual environments for blind people: a study in Sweden using a PHANToM 1.5 A and one in the U.K. using an Impulse Engine 3000. In general, the use of such devices is a most interesting option to provide blind people with information about representations of the 3D world, but the restriction at each moment to only one point of contact between observer and virtual object might decrease their effectiveness. The studies investigated the perception of virtual textures, the identification of virtual objects and the perception of their size and angles. Both sighted (blindfolded in one study) and blind people served as participants. It was found (1) that the PHANToM can effectively render textures in the form of sandpapers and simple 3D geometric forms and (2) that the Impulse Engine can effectively render textures consisting of grooved surfaces, as well as 3D objects, properties of which were, however, judged with some over- or underestimation. When blind and sighted participants' performance was compared differences were found that deserves further attention. In general, the haptic devices studied have demonstrated the great potential of force feedback devices in rendering relatively simple environments, in spite of the restricted ways they allow for exploring the virtual world. The results highly motivate further studies of their effectiveness, especially in more complex contexts.


2016 ◽  
Vol 78 (12-3) ◽  
Author(s):  
Arief Hydayat ◽  
Haslina Arshad ◽  
Nazlena Mohamad Ali ◽  
Lam Meng Chun

In a 3D user interface, interaction plays an important role in helping users to manipulate 3D objects in virtual environments. 3D devices, such as data glove and motion tracking, can potentially give users the opportunity to manipulate 3D objects in virtual reality environments such as checking, zooming, translating, rotating, merging and splitting 3D objects in a more natural and easy manner through the use of hand gestures. Hand gestures are often applied in 3D interaction techniques for converting the manipulation mode. This paper will discuss the interaction technique in a virtual environment using a combination of the Push and Pull navigation and the rotation technique. The unimanual use of these 3D interaction techniques can improve the effectiveness of users in their interaction with and manipulation of 3D objects. This study has enhanced the capability of the unimanual 3D interaction technique in terms of 3D interaction feedback in virtual environments.


Academia Open ◽  
2021 ◽  
Vol 5 ◽  
Author(s):  
Muhammad Sayyi Syeh Putradifa ◽  
Yulian Findawati

The purpose of making this application is to facilitate the practice of learning the parturition process (childbirth) for midwifery academics. The method used is in the form of virtual reality applications, namely technology that has the potential to produce real conditions in the form of 3D objects and virtual environments to the user, in this case the simulation of parturition (childbirth). The results of making this application are used to make it easier for academics in the learning process, because for now what we know for the learning process and practice is still with aids in the form of visual aids that can only be found in hospitals or medical and midwifery schools. The benefits of using this application are to make it easier for midwifery academics in the learning process for parturition(childbirth).


2017 ◽  
Vol 22 (3) ◽  
pp. 221-234 ◽  
Author(s):  
Graciela Lara ◽  
Angélica De Antonio ◽  
Adriana Peña

2017 ◽  
Vol 26 (1) ◽  
pp. 66-95 ◽  
Author(s):  
Paul Issartel ◽  
Florimond Guéniat ◽  
Tobias Isenberg ◽  
Mehdi Ammi

We examine a class of techniques for 3D object manipulation on mobile devices, in which the device’s physical motion is applied to 3D objects displayed on the device itself. This “local coupling” between input and display creates specific challenges compared to manipulation techniques designed for monitor-based or immersive virtual environments. Our work focuses specifically on the mapping between device motion and object motion. We review existing manipulation techniques and introduce a formal description of the main mappings under a common notation. Based on this notation, we analyze these mappings and their properties in order to answer crucial usability questions. We first investigate how the 3D objects should move on the screen, since the screen also moves with the mobile device during manipulation. We then investigate the effects of a limited range of manipulation and present a number of solutions to overcome this constraint. This work provides a theoretical framework to better understand the properties of locally coupled 3D manipulation mappings based on mobile device motion.


2019 ◽  
Vol 9 (21) ◽  
pp. 4652 ◽  
Author(s):  
Chiuhsiang Joe Lin ◽  
Dino Caesaron ◽  
Bereket Haile Woldegiorgis

Recent developments in virtual environment applications allow users to interact with three-dimensional (3D) objects in virtual environments. As interaction with 3D objects in virtual environments becomes more established, it is important to investigate user performance with such interaction techniques within a specific task. This study investigated two interaction modes, direct and indirect, depending on how the users interacted with the 3D objects, by measuring the accuracy of egocentric distance estimation in a stereoscopic environment. Fourteen participants were recruited to perform an acquisition task with both direct pointing and indirect cursor techniques at three egocentric distances and three task difficulty levels. The accuracy of the egocentric distance estimation, throughput, and task completion time were analyzed for each interaction technique. The indirect cursor technique was found to be more accurate than the direct pointing one. On the other hand, a higher throughput was observed with the direct pointing technique than with the indirect cursor technique. However, there were no significant differences in task completion time between the two interaction techniques. The results also showed accuracy to be higher at the greatest distance (150 cm from the participant) than at the closer distances of 90 cm and 120 cm. Furthermore, the difficulty of the task also significantly affected the accuracy, with accuracy lower in the highest difficulty condition than in the medium and low difficulty conditions. The findings of this study contribute to the understanding of user-interaction techniques in a stereoscopic environment. Furthermore, developers of virtual environments may refer to these findings in designing effective user interactions, especially those in which performance relies on accuracy.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


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