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User interface in interactive virtual environment based on real location

Autorzy
Treść / Zawartość
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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Nowadays we see an increase of interest in immersive technologies connected with new modes of communication. With novel devices possibilities open for research in the field of Human-Computer Interfaces (HCI) and Virtual Reality (VR). This project is focused on the creation of interactive virtual reality scenery and on the verification of usefulness of different interfaces in such contexts. We designed a virtual urban space that is accessible to users through VR goggles: Oculus Rift paired with Leap Motion. We prepared an experiment to test how well users can interact in proposed virtual environment through this setup. Results show that in simple tasks users can quickly learn on their own how to use given interface without tutoring.
Twórcy
autor
  • Institute of Information Technology, Faculty of Technical Physics, Information Technology and Applied Mathematics, Lodz University of Technology, Wólczańska 215, 90-924 Łódź
autor
  • Institute of Information Technology, Faculty of Technical Physics, Information Technology and Applied Mathematics, Lodz University of Technology, Wólczańska 215, 90-924 Łódź (doktorantka)
Bibliografia
  • [1] Steuer, J. (1992), Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42: 73–93. doi:10.1111/j.1460-2466.1992.tb00812.x.
  • [2] Leap Motion: https://www.leapmotion.com/product/vr#113 . September 2017.
  • [3] Oculus Rift: https://www.oculus.com/rift/ . September 2017.
  • [4] Virtuix: Omni. About . http://www.virtuix.com/about/ . September 2017.
  • [5] Cruz-Neira C, Sandin DJ, DeFanti TA. Surround-screen projection-based virtual reality: the design and implementation of the CAVE. InProceedings of the 20th annual conference on Computer graphics and interactive techniques 1993 Sep 1 (pp. 135-142). ACM.
  • [6] M. Cordeil, T. Dwyer, K. Klein, B. Laha, K. Marriott and B. H. Thomas, "Immersive Collaborative Analysis of Network Connectivity: CAVE-style or Head-Mounted Display?," in IEEE Transactions on Visualization and Computer Graphics, vol. 23, no. 1, pp. 441-450, Jan. 2017. doi: 10.1109/TVCG.2016.2599107.
  • [7] Jiménez-Mixco, V., Villalar González, J.L., Arca, A., Cabrera-Umpierrez, M.F., Arredondo, M.T., Manchado, P., Garcia-Robledo, M.: Application of virtual reality technologies in rapid development and assessment of ambient assisted living environments. In: Proceedings of the 1st ACM SIGMM International Workshop on Media Studies and Implementations that Help Improving Access to Disabled Users, pp. 7–12. ACM (2009).
  • [8] Q. K. Yuan, M. T. Zhang and L. L. Jiang, "A Virtual Prototype Design Methodology for Product New Development," 2009 WASE International Conference on Information Engineering, Taiyuan, Shanxi, 2009, pp. 114-118.
  • [9] P. Salomoni, C. Prandi, M. Roccetti, L. Casanova and L. Marchetti, "Assessing the efficacy of a diegetic game interface with Oculus Rift," 2016 13th IEEE Annual Consumer Communications & Networking Conference (CCNC), Las Vegas, NV, 2016, pp. 387-392. doi: 10.1109/CCNC.2016.7444811.
  • [10] H. Ling and L. Rui, "VR glasses and leap motion trends in education," 2016 11th International Conference on Computer Science & Education (ICCSE), Nagoya, 2016, pp. 917-920. doi: 10.1109/ICCSE.2016.7581705.
  • [11] Fernández-Palacios, Belen Jiménez, Daniele Morabito, and Fabio Remondino. "Access to complex reality- based 3D models using virtual reality solutions." Journal of Cultural Heritage 23 (2017): 40-48.
  • [12] Unity 3D Game Engine: https://unity3d.com/ . September 2017.
  • [13] 3DS Max Studio: https://www.autodesk.com/products/3ds-max/overview . September 2017.
  • [14] Harpreet Kauri, Jyoti Rani. A Review: Study of Various Techniques of Hand Gesture Recognition. IEEE International Conference on Power Electronics. Intelligent Control and Energy Systems. 2016.
  • [15] H. Ling and L. Rui, "VR glasses and leap motion trends in education," 2016 11th International Conference on Computer Science & Education (ICCSE), Nagoya, 2016, pp. 917-920. doi: 10.1109/ICCSE.2016.7581705.
  • [16] Karolina Nowak, Adrian Smagur, Robert Hajdys, “OFF LIMITS // VIRTUAL REALITY PROJECT // OCULUS RIFT DK2 // LEAP MOTION”, Jun 10, 2015: https://www.youtube.com/watch?v=aqFWXs87Lbc . September 2017.
  • [17] R. A. Pambudi, N. Ramadijanti and A. Basuki, "Psychomotor game learning using skeletal tracking method with leap motion technology," 2016 International Electronics Symposium (IES), Denpasar, 2016, pp. 142-147. doi: 10.1109/ELECSYM.2016.7860991.
  • [18] Chaowanan Khundam. 2015. “First person movement control with palm normal and hand gesture interaction in virtual reality.” In Proc. of the 12th Int. Joint Conf. IEEE and CSSE, 325-330. Computers, 16 ,831 – 849.
  • [19] Gavish N, Gutiérrez T, Webel S, Rodríguez J, Peveri M, Bockholt U, Tecchia F. Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks. Interactive Learning Environments. 2015 Nov 2;23(6):778-98.
  • [20] Sutcliffe, A., & Gault, B. (2004). Heuristic evaluation of virtual reality applications. Interacting with Computers 16 (2004) 831–849.
Uwagi
Opracowanie rekordu w ramach umowy 509/P-DUN/2018 ze środków MNiSW przeznaczonych na działalność upowszechniającą naukę (2018).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-cc4fd550-99f1-4613-bb94-c24ac6ec86b6
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