Moving Objects In Space: Exploiting Proprioception In Virtual-Environment Interaction One of the aims in virtual environments is to provide to users natural ways to interact with the interfaces. However, applications of such technologies are seldom despite their importance. First because of the hardness of manipulating virtual objects, but also because of in non-adapted metaphors. Several […]
OmniTouch: Wearable Multitouch Interaction Everywhere This paper by Harrison et al is a more recent, robust (and real) implementation of the Sixth Sense tech by Pranav Mistry et al. The group has implemented the system using depth sensing technology similar to Kinect. They have also mentioned the work done by Sixth Sense and Interactive Dirt, […]
OmniTouch: Wearable Multitouch Interaction Everywhere -Chris Harrison, Hrvoje Benko and Andrew D. Wilson Omnitouch is an interactive system that allows multitouch input and projected display on numerous surfaces. The system consists of a depth camera mounted on the shoulder along with a pico projector. The depth camera can detect multiple surfaces and the user’s hand […]
OmniTouch: Wearable Multitouch Interaction Everywhere The paper discusses a novel wearable interactive system introduced by Microsoft. The system tries to leverage the ubiquitous access to information, its manipulation and sharing especially through mobile and cloud devices. However, the most prevalent interfaces available have limited screen real estate and modes of interaction. Omnitouch is an interactive […]
Moving Objects In Space: Exploiting Proprioception In Virtual-Environment Interaction This paper aims to allay the difficulty inherent in interaction in VEs by the ingenious use of one’s awareness of one’s own body (proprioception) as an aid for orientation and spatial memory tasks. The authors expound the problem that motivates their study, stating that the precise manipulation […]
OmniTouch: Wearable Multitouch Interaction Everywhere This paper deals with a shoulder-worn omnitouch system developed by the authors. This system allows to turn everyday surfaces into a graphical, interactive, multitouch input. It comports 3 components: a short range PrimeSense depth camera, a Microvision ShowWX+ laser pico-projector, mounted on a form-fitting metal frame worn on the shoulders. […]
Moving Objects In Space: Exploiting Proprioception In Virtual-Environment Interaction Manipulation in immersive virtual environments is difficult partly because users must do without the haptic contact with real objects they rely on in the real world to orient themselves and their manipulanda. The paper describes proprioception, a person’s sense of the position and orientation of his […]
Moving Objects In Space: Exploiting Proprioception In Virtual-Environment Interaction Working in a virtual environment with lasers and other pointing and manipulation tools is not as convincing as they were imagined. Pointing methods is tiring and hard to use. This is because of lack of haptic feedback. So the authors propose to use the user himself […]
Moving Objects In Space: Exploiting Proprioception In Virtual-Environment Interaction This paper describes the use of manipulation techniques in virtual environment exploiting the concept of proprioception, a person’s sense of the position and orientation of his body and limbs. There are three forms of body-relative interaction namely direct manipulation, physical mnemonics and gestural action. In general […]
OmniTouch: Wearable Multitouch Interaction Everywhere The OmniTouch is a system to enable graphical, interactive multi-touch input on every surfaces. In other words, it has on-the-go interactive capabilities with no calibration. The OmniTouch has three main components; a custom short-range PrimeSense depth camera, a Microvision ShowWX+ laser pico-projector, and a depth camera and projector are tethered […]
Moving Objects In Space This paper tends to solve the problem about sense of touch in immersive virtual environments. It is important because users cannot feel the virtual world even though they can see and hear it. In order to overcome the challenges, the authors determine to use proprioception to build three kinds of interaction, which are […]
Omnitouch : The paper introduces a novel device from Microsoft. It is a shoulder worn system which aims to be used as an input/output device enabling multi-touch operations for input. It utilizes depth sensing and projection technologies to enable the multi-touch operations. Interfaces from the system can be projected on any surface ranging from table […]
Moving Objects in Space: Exploiting Proprioception In Virtual-Environment Interaction: This paper looks into the challenge of manipulation of objects in virtual environments. The main hinderance in this space is the lack of haptic contact with real objects. The authors of the paper propose using proprioception as a way to help users deal with the lack […]
Omitouch: The omitouch is a shoulder mounted device intended to be used as an input/output device. The goal is to be able to utilize different surfaces in a users environments as a touch screen device much like using your hand instead of a smart phone. It consists of a few different parts. It has a […]
Moving Objects in Space: Exploiting Proprioception In Virtual-Environment Interaction In virtual environment, precise manipulations of object in 3D worlds are hard mainly for three reasons. First, in VE, there is hardly haptic feedback. Hence, this is hard and very tiring for user to get precise results. Moreover, there is also a limitation about the input […]
OmniTouch: Wearable Multitouch Interaction Everywhere The Omnitouch paper discussed a prototype technology that utilized depth sensing cameras combined with small form projectors to create small usable interfaces in the real world. The first component, the depth sensor was used to reliably determine the location of the users hands, fingers, pointers, and surfaces in the near environment. […]
Main paper: Moving Objects in Space: Exploiting Proprioception in Virtual-Environment Interaction http://www.cs.unc.edu/~mine/papers/minecows.pdf This paper described a VE interface by utilizing proprioception. Because of the lack of haptic contact, how to manipulate objects in immersive virtual environments is of difficulty. By investigating body-relative interaction, the author presents a set of gestural actions that map to grabbing, […]
Moving Objects in Space: Exploiting Proprioception In Virtual-Environment Interaction Mine, Brooks, and Sequin This paper describes a great solution for handling 3DUI in immersive virtual environments. The methods leverage our innate proprioceptive sense. This is our human ability to sense the relative location of our body parts. It is the phenomenon that makes it possible […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting This paper deals with the different navigation techniques which allow the user to see different view of the scene and interact with the environment. They built a taxonomy to categorized the different navigation techniques and expand the structure to design new navigation techniques. This taxonomy is divided […]
Exploring 3D Navigation : Combining Speed-coupled Flying with Orbiting The introduction of this paper hits home the importance of the research the paper is doing. As they state in the paper, virtual environments generally comprise of worlds which are larger than that can be viewed from a single vantage point. In order to experience the […]
This week, we read two papers explaining the issues of designing 3DUI experiences. In “Exploring 3D Navigation”, the researchers present results of user studies testing some novel interaction methods on desktop computers using mouse and keyboard input devices, and comparing the results for different tasks of selection, travel control, navigation and inspection for large virtual […]
A Survey of Design Issues in Spatial Input The paper addresses the issues designers should consider and lists a set of design principles for designing interfaces for virtual environments. 3D interaction space is very different to the 2D space we use in everyday computing. The authors combine the information from their experiences and tests with […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting This paper first presents a task-based taxonomy of navigation techniques for 3D virtual environment which categorized existing techniques. Inspired by this taxonomy, the authors propose several new techniques. The authors try to use taxonomy to give a more disciplined exploration of the design space of navigation in […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting The authors start the paper with developing their taxonomy for navigation technology. The current taxonomy is divided into three groups, Task Selection, Travel Control, and User Interface. The authors give definitions for terms in each group. The authors then provide four different AR navigation techniques. First technique […]
A Survey of Design Issues in Spatial Input: This paper explores design principles and issues designers need to account for when designing interfaces that will be used with spatial input. The paper goes into two major areas for spatial input, human perception and ergonomic concerns. Human perception of 3D space is key in designing interfaces […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting This paper describes task based taxonomy of navigation techniques for 3D virtual environment. Most Virtual Environment encompass more space than can be viewed from a single vantage point, it is very important for the user to navigate efficiently within the environment in order to obtain different views […]
A Survey of Design Issues in Spatial Input This paper is about a survey of design issues for free-space 3D interface. The issues are described using examples from 3D interface instances. The issues they study are: 1. Users’ difficulty understanding 3D space. In this part they mainly talk about that “using a spatial reference is […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting Navigation technique used inside a 3D virtual environment is one of the important aspect for the success or failure of the system. The paper discusses about the existing navigation techniques and provides detailed information about one particular technique called ‘Speed-coupled Flying with Orbiting’. Previous work in […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting -Desney S. Tan1, George G. Robertson, Mary Czerwinski This paper is a study of existing navigational technologies for 3d virtual environments. The authors have studied and developed taxonomy of navigational approaches to enable future systematic studies. They categorize 3d VE interactions into task selection, travel control and […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting This paper mainly contains two parts: taxonomy of navigation techniques for 3D virtual environments and a detailed discussion on Speed-coupled Flying with Orbiting technique. The taxonomy is developed for better exploration and design. Firstly, based on the task category, ie the user’s goal to conduct 3D navigation, […]
Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting This paper is broken into two separate tasks. The fist is to provide a basic taxonomy of current navigation and interface techniques used for selection navigation and control of the orientation and position within a virtual environment. The second task was using this new taxonomy, discuss a […]
Exploring 3D Navigation : Combining Speed-coupled Flying with Orbiting Virtual environment encompass mare than what can display one point of view. For a good user experience, it is necessary to take care of the navigation to allow the user move intuitively in the environment. The design of navigation can be treated as a task-based model […]
Different input techniques were discussed in this paper using the medium of push buttons. Two different implementations were tested using a TriggerGun and FingerSleeve. The trigger gun is is looks very much like a ill designed (ok fine, its a prototype) air craft controller joystick, made of clay which has two buttons, one in front […]
Pop Through Button Devices For VE Navigation and Interaction This paper presents two devices: the FingerSleeve and the TriggerGun, which are aimed at providing pop through buttons to allow more interaction with virtual environments. This kind of research has already been led on desktop mouses for instance. Here, the finger pressure is used to control […]
This paper is about a novel VR input devices combining pop through buttons with 6 DOF trackers. They present two novel devices. One is FingerSleeve, the other is TriggerGun. And the buttons they use are pop through buttons, which have two distinguished activation states by pressing lightly or heavily on the buttons. The shape of […]
Pop Through Button Devices for VE Navigation and Interaction -Robert C. Zeleznik , Joseph J. LaViola Jr., Daniel Acevedo Feliz, Daniel F. Keefe This paper describes experiments with two novel input devices named Finger Sleeve and Trigger Gun. These devices are based on the concept of pop through buttons. Pop through buttons have two modes […]
Pop Through Button Devices for VE Navigation and Interaction This paper explores how pop through buttons could be used in virtual reality input devices. Using pop through buttons, the authors utilize the finger pressure to address the challenge of increasing the number of easily activated hand interaction modes that required by virtual environment applications. The […]
Pop through Button Devices for VE Navigation and Interaction The paper discusses 2 input devices to navigate and interact with the virtual world. The Trigger Gun and the Finger Sleeve both have pop through buttons which can support 2 activation states depending on the pressure applied. Combined with the off-state, they provide 3 states. The […]
Pop Through Button Devices for VE Navigation and Interaction The paper discusses about two input devices called FingerSleeve and TriggerGun which provide some novel ways of interacting through a virtual environment. FingerSleeve device can be worn on the index finger of either hands. It has two buttons on the front […]
Pop Through Button Devices for VE Navigation and Interaction This paper exposes a solution to modify the interaction, facilitate the navigation in Virtual environment thanks to pop through button devices which can triggered a set of different interaction modes. This technology compare to traditional buttons provides: -much activation states are available in the same physical […]
In their paper, Zeleznik et al. describe some of the novel interactions that they’ve made possible by the use of pop through buttons, that are tri-state, and thus permit an additional activation state as opposed to conventional binary-state buttons. The tri-state behavior corresponds to the application of no, low and high pressure on the buttons. Specifically, […]
Pop Through Button Devices for VE Navigation and Interaction: This paper focuses on two devices designed for virtual environment navigation and interaction. One of the devices the FingerSleeve is worn on the index finger and has two pop-through buttons, buttons that can register both light pressure and heavy pressure, that are activated with the users […]
Pop Through Button Devices for VE Navigation and Interaction Virtual environments need interaction with the user. For complex model, the traditional way to keep the number of button acceptable for the user is to divided them into separate modes that are called by users. This paper tries another approach, which consists of using pop-through button. […]
Pop Through Button Devices for VE Navigation and Interaction A class of virtual reality input devices is put forward in this paper. These virtual reality input devices combine pop through buttons to address the challenge of increasing the number of interaction modes without utilizing more complicated and obtrusive devices. Two different presentations, the FingerSleeve and […]
This article describes a method for interaction design that combines a novel use of available hardware to better match a users needs of 3DUI in AR worlds. The hardware trick is to combine two buttons with different tactile force requirements layered on one contact point. The researchers call this style of layering “pop-through buttons” in […]
Pop Through Button Devices for VE Navigation and Interaction: In the following paper authors discuss two devices that can be used to navigate in VE. They also introduce novel navigation and interaction techniques to utilize the capabilities of these pop through button devices. The buttons on these devices have two clearly distinguished activation states corresponding […]
In the pop up buttons paper the try to replace the physical buttons with pop up buttons. Pop up buttons being a tristate button in which the button has two discrete state base on the force being applied by the user. The paper said these were made by stacking two buttons or triggers on top […]
Pop Through Button Devices for VE Navigation and Interaction The paper starts with defining pop through buttons and characteristics of pop through buttons. Pop through buttons are buttons which have two distinct activation states corresponding to light and firm finger pressure. The characteristics are: twice as many states are available for the same number […]
Physiological Measures of Presence in Stressful Virtual Environments Presence is defined as “the feeling of being there”. The best way to calculate the level of presence managed by a VE experience is by comparing the responses of people to a similar “there” situation, I mean a real situation. As noted by the paper, the feeling […]