scholarly journals Tangible VR Book: Exploring the Design Space of Marker-Based Tangible Interfaces for Virtual Reality

2021 ◽  
Vol 11 (4) ◽  
pp. 1367
Author(s):  
Jorge C. S. Cardoso ◽  
Jorge M. Ribeiro

Tangible User Interface (TUI) represents a huge potential for Virtual Reality (VR) because tangibles can naturally provide rich haptic cues which are often missing in VR experiences that make use of standard controllers. We are particularly interested in implementing TUIs for smartphone-based VR, given the lower usage barrier and easy deployment. In order to keep the overall system simple and accessible, we have explored object detection through visual markers, using the smartphone’s camera. In order to help VR experience designers, in this work we present a design space for marker-based TUI for VR. We have mapped this design space by developing several marker-based tangible interaction prototypes and through a formative study with professionals with different backgrounds. We then instantiated the design space in a Tangible VR Book which we evaluate with remote user studies inspired by the vignette methodology.

2020 ◽  
Author(s):  
Sylvia Rothe ◽  
Alexander Schmidt ◽  
Mario Montagud ◽  
Daniel Buschek ◽  
Heinrich Hußmann

AbstractSince watching movies is a social experience for most people, it is important to know how an application should be designed for enabling shared cinematic virtual reality (CVR) experiences via head-mounted displays (HMDs). Viewers can feel isolated when watching omnidirectional movies with HMDs. Even if they are watching the movie simultaneously, they do not automatically see the same field of view, since they can freely choose their viewing direction. Our goal is to explore interaction techniques to efficiently support social viewing and to improve social movie experiences in CVR. Based on the literature review and insights from earlier work, we identify seven challenges that need to be addressed: communication, field-of-view (FoV) awareness, togetherness, accessibility, interaction techniques, synchronization, and multiuser environments. We investigate four aspects (voice chat, sending emotion states, FoV indication, and video chat) to address some of the challenges and report the results of four user studies. Finally, we present and discuss a design space for CVR social movie applications and highlight directions for future work.


2019 ◽  
Vol 27 (4) ◽  
pp. 305-313
Author(s):  
Christopher Shneider Cerqueira ◽  
Ana Maria Ambrosio ◽  
Claudio Kirner

Tangible user interface brings back physical cognitive artifacts empowered with Internet of Things, and it will be a key instrument in Industry 4.0 to control software. Such artifacts are tangible mental representation of the context of a system being built with software tools. One of the challenges on applying tangible user interface to define an appropriated interaction is the lack of a vocabulary to prepare physical artifacts for being manipulated in digital representation. We present a tangible interaction vocabulary to physically enhance software tools, particularly used in space system concept studies. It is a practical application which indicates opportunities for research and challenges for the development of new products.


2021 ◽  
Vol 40 (2) ◽  
pp. 1-15
Author(s):  
Minqi Wang ◽  
Emily A. Cooper

Dichoptic tone mapping methods aim to leverage stereoscopic displays to increase visual detail and contrast in images and videos. These methods, which have been called both binocular tone mapping and dichoptic contrast enhancement , selectively emphasize contrast differently in the two eyes’ views. The visual system integrates these contrast differences into a unified percept, which is theorized to contain more contrast overall than each eye’s view on its own. As stereoscopic displays become increasingly common for augmented and virtual reality (AR/VR), dichoptic tone mapping is an appealing technique for imaging pipelines. We sought to examine whether a standard photographic technique, exposure bracketing, could be modified to enhance contrast similarly to dichoptic tone mapping. While assessing the efficacy of this technique with user studies, we also re-evaluated existing dichoptic tone mapping methods. Across several user studies; however, we did not find evidence that either dichoptic tone mapping or dichoptic exposures consistently increased subjective image preferences. We also did not observe improvements in subjective or objective measures of detail visibility. We did find evidence that dichoptic methods enhanced subjective 3D impressions. Here, we present these results and evaluate the potential contributions and current limitations of dichoptic methods for applications in stereoscopic displays.


2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-26
Author(s):  
Carlos Bermejo ◽  
Lik Hang Lee ◽  
Paul Chojecki ◽  
David Przewozny ◽  
Pan Hui

The continued advancement in user interfaces comes to the era of virtual reality that requires a better understanding of how users will interact with 3D buttons in mid-air. Although virtual reality owns high levels of expressiveness and demonstrates the ability to simulate the daily objects in the physical environment, the most fundamental issue of designing virtual buttons is surprisingly ignored. To this end, this paper presents four variants of virtual buttons, considering two design dimensions of key representations and multi-modal cues (audio, visual, haptic). We conduct two multi-metric assessments to evaluate the four virtual variants and the baselines of physical variants. Our results indicate that the 3D-lookalike buttons help users with more refined and subtle mid-air interactions (i.e. lesser press depth) when haptic cues are available; while the users with 2D-lookalike buttons unintuitively achieve better keystroke performance than the 3D counterparts. We summarize the findings, and accordingly, suggest the design choices of virtual reality buttons among the two proposed design dimensions.


Author(s):  
Randall Spain ◽  
Jason Saville ◽  
Barry Lui ◽  
Donia Slack ◽  
Edward Hill ◽  
...  

Because advances in broadband capabilities will soon allow first responders to access and use many forms of data when responding to emergencies, it is becoming critically important to design heads-up displays to present first responders with information in a manner that does not induce extraneous mental workload or cause undue interaction errors. Virtual reality offers a unique medium for envisioning and testing user interface concepts in a realistic and controlled environment. In this paper, we describe a virtual reality-based emergency response scenario that was designed to support user experience research for evaluating the efficacy of intelligent user interfaces for firefighters. We describe the results of a usability test that captured firefighters’ feedback and reactions to the VR scenario and the prototype intelligent user interface that presented them with task critical information through the VR headset. The paper concludes with lessons learned from our development process and a discussion of plans for future research.


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