Summaries Week 12

Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting

This paper mainly contains two parts which are the taxonomy of navigation techniques in 3D virtual and the Speed-coupled Flying with Orbiting technique.

There are several new techniques that have grown out of this taxonomy, including Object manipulation, Ghost Copy, Inverse Fog/Scaling, Ephemeral World Compression, Possession, Rubberneck Navigation, and Speed-coupled flying combined with Orbiting. The Speed-coupled Flying with Orbiting allows users to more efficiently navigate in certain environments.

Two experiments are conducted to evaluate this technique. Two worlds were created in Experiment 1, one was the tutorial world and the second was the experimental world. Users were asked to search cubes and place them in the respective drop-pads. Five navigation techniques were evaluated in the study.

From the comparison of the two experiments it was clear that Flying with Orbit was more efficient than the Basic navigation technique. It added a gliding behavior to alleviate user’s uncertainty of landing position after flying. The overall task time including the search time, carry time, number of cubes retrieved and replaced user satisfaction were all significantly improved.

The overall trial time and numerical measures indicate that Flying with Orbit has a shorter time and higher percentage of accuracy. And users are satisfied and prefer the Flying with Orbit technique. The paper mentions that having a prototype large screen display enhanced performance with the navigational tasks.

 

 

A Survey of Design Issues in Spatial Input


The survey of design issues for developing 3 Dimensional user interfaces is a non-trivial task. This is because users have a different understanding of three-dimensional space.

Most of the times designs are made to make on that particular 3D task or interface useful .It is important to make a technique that works in one specific application to be applied to another 3D interface as well.

The design issues can be divided into Human Perception and Ergonomic concerns.
The human perception includes issues of spatial references, relative gesture vs. absolute gesture, two-handed interaction, multisensory feedback, physical constraints and head tracking techniques. The spatial references suggest that the use of objects in real space is beneficial for 3D space in terms of perception. Relative gesture is better compared to absolute gesture mechanism. Two-handed interaction improves efficiency of the human computer interaction. Multisensory feedback makes the experience more believable for the users

User study shows performance improvement for a generic search task using an immersive head-tracked, head-mounted display vs. a non-head-tracked display.The ergonomics issues involve using a limited number of multiple degrees-of-freedom or else the user gets confused and lost in the environment. The study of dynamics and size of the working volume of the user’s hands suggest that people tend to move their hands in a surprisingly small working volume. The use of alternatives like voice input and touch screen can reduce the fatigue from the use of mice and keyboards in combination.

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