Virtual Hand Representations to Support Natural Interaction in Immersive Environments

Author(s):  
Meisha Rosenberg ◽  
Judy M. Vance

Immersive Computing Technology (ICT) offers designers the unique ability to evaluate human interaction with product design concepts through the use of stereo viewing and 3D position tracking. These technologies provide designers with opportunities to create virtual simulations for numerous different applications. In order to support the immersive experience of a virtual simulation, it is necessary to employ interaction techniques that are appropriately mapped to specific tasks. Numerous methods for interacting in various virtual applications have been developed which use wands, game controllers, and haptic devices. However, if the intent of the simulation is to gather information on how a person would interact in an environment, more natural interaction paradigms are needed. The use of 3D hand models coupled with position-tracked gloves provide for intuitive interactions in virtual environments. This paper presents several methods of representing a virtual hand model in the virtual environment to support natural interaction.

Author(s):  
Xiaojun Bi ◽  
Andrew Howes ◽  
Per Ola Kristensson ◽  
Antti Oulasvirta ◽  
John Williamson

This chapter introduces the field of computational interaction, and explains its long tradition of research on human interaction with technology that applies to human factors engineering, cognitive modelling, artificial intelligence and machine learning, design optimization, formal methods, and control theory. It discusses how the book as a whole is part of an argument that, embedded in an iterative design process, computational interaction design has the potential to complement human strengths and provide a means to generate inspiring and elegant designs without refuting the part played by the complicated, and uncertain behaviour of humans. The chapters in this book manifest intellectual progress in the study of computational principles of interaction, demonstrated in diverse and challenging applications areas such as input methods, interaction techniques, graphical user interfaces, information retrieval, information visualization, and graphic design.


1993 ◽  
Vol 17 (6) ◽  
pp. 655-661 ◽  
Author(s):  
Mauro Figueiredo ◽  
Klaus Böhm ◽  
José Teixeira

1995 ◽  
Vol 4 (4) ◽  
pp. 431-440
Author(s):  
Christer Carlsson ◽  
Kai-Mikael Jää-Aro

The Swedish multiinstitutional research program MultiG spawned a number of research projects concerned with telecommunication, telecollaboration, and telepresence. One of these projects is DIVE (Distributed Interactive Virtual Environments), a multiuser virtual reality system developed jointly by the Swedish Institute of Computer Science and the Royal Institute of Technology in Stockholm, Sweden. DIVE is used as the platform for research in collaborative work in virtual spaces. In cooperation with the universities of Lancaster, Manchester, and Nottingham, the DIVE group has developed a spatial model for interaction. In this model each participant defines subspaces for their presence and attention. The intersection of those subspaces provides for varying degrees of mutual awareness, which is presumed to support more natural human-human interaction in virtual environments.


Leonardo ◽  
2002 ◽  
Vol 35 (3) ◽  
pp. 291-294 ◽  
Author(s):  
Celestino Soddu

In the field of generative art and design, design concepts are represented as code. This generative code functions as DNA does in nature. It uses artificial life to generate a multiplicity of possible artworks, artificial events, architectures and virtual environments. In the generative approach the real artwork is not merely a product, such as an image or 3D model. The generative artwork is an Idea-Product. It represents an artificial species able to generate an endless sequence of individual events, each one different, unique and unrepeatable but belonging to the same identifiable design Idea. The author's project, Argenia, realizes the “new naturality” of artificial objects.


2012 ◽  
Vol 21 (3) ◽  
pp. 321-337 ◽  
Author(s):  
Paul Richard ◽  
Mickael Naud ◽  
Francois-Xavier Inglese ◽  
Emmanuelle Richard

Virtual reality (VR) is a technology covering a large field of applications among which are sports and video games. In both gaming and sporting VR applications, interaction techniques involve specific gestures such as catching or striking. However, such dynamic gestures are not currently being recognized as elementary task primitives, and have therefore not been investigated as such. In this paper, we propose a framework for the analysis of interaction in dynamic virtual environments (DVEs). This framework is based on three dynamic interaction primitives (DIPs) that are common to many sporting activities: catching, throwing, and striking. For each of these primitives, an original modeling approach is proposed. Furthermore, we introduce and formalize the concept of dynamic virtual fixtures (DVFs). These fixtures aim to assist the user in tasks involving interaction with moving objects or with objects to be set in movement. Two experiments have been carried out to investigate the influence of different DVFs on human performance in the context of ball catching and archery. The results reveal a significant positive effect of the DVFs, and that DVFs could be either classified as “performance-assisted” or “learning-assisted.”


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