[1]
HoverSpace
Interactive Tabletops
/
Lubos, Paul
/
Ariza, Oscar
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Bruder, Gerd
/
Daiber, Florian
/
Steinicke, Frank
/
Krüger, Antonio
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III
2015-09-14
v.3
p.259-277
Keywords: Hover space; Touch interaction; Stereoscopic displays; 3D interaction
© Copyright 2015 Springer International Publishing Switzerland
Summary: Recent developments in the area of stereoscopic displays and tracking
technologies have paved the way to combine touch interaction on interactive
surfaces with spatial interaction above the surface of a stereoscopic display.
This holistic design space supports novel affordances and user experiences
during touch interaction, but also induce challenges to the interaction design.
In this paper we introduce the concept of hover interaction for such setups.
Therefore, we analyze the non-visual volume above a virtual object, which is
perceived as the corresponding hover space for that object. The results show
that the users' perceptions of hover spaces can be categorized into two groups.
Either users assume that the shape of the hover space is extruded and scaled
towards their head, or along the normal vector of the interactive surface. We
provide a corresponding model to determine the shapes of these hover spaces,
and confirm the findings in a practical application. Finally, we discuss
important implications for the development of future touch-sensitive
interfaces.
[2]
Threefolded motion perception during immersive walkthroughs
Perception
/
Bruder, Gerd
/
Steinicke, Frank
Proceedings of the 2014 ACM Symposium on Virtual Reality Software and
Technology
2014-11-11
p.177-185
© Copyright 2014 ACM
Summary: Locomotion is one of the most fundamental processes in the real world, and
its consideration in immersive virtual environments (IVEs) is of major
importance for many application domains requiring immersive walkthroughs. From
a simple physics perspective, such self-motion can be defined by the three
components speed, distance, and time. Determining motions in the frame of
reference of a human observer imposes a significant challenge to the perceptual
processes in the human brain, and the resulting speed, distance, and time
percepts are not always veridical. In previous work in the area of IVEs, these
components were evaluated in separate experiments, i. e., using largely
different hardware, software and protocols.
In this paper we analyze the perception of the three components of
locomotion during immersive walkthroughs using the same setup and similar
protocols. We conducted experiments in an Oculus Rift head-mounted display
(HMD) environment which showed that subjects largely underestimated virtual
distances, slightly underestimated virtual speed, and we observed that subjects
slightly overestimated elapsed time.
[3]
A self-experimentation report about long-term use of fully-immersive
technology
Seeing, walking and being in spatial VEs
/
Steinicke, Frank
/
Bruder, Gerd
Proceedings of the 2014 ACM Symposium Spatial User Interaction
2014-10-04
p.66-69
© Copyright 2014 ACM
Summary: Virtual and digital worlds have become an essential part of our daily life,
and many activities that we used to perform in the real world such as
communication, e-commerce, or games, have been transferred to the virtual world
nowadays. This transition has been addressed many times by science fiction
literature and cinematographic works, which often show dystopic visions in
which humans live their lives in a virtual reality (VR)-based setup, while they
are immersed into a virtual or remote location by means of avatars or
surrogates. In order to gain a better understanding of how living in such a
virtual environment (VE) would impact human beings, we conducted a
self-experiment in which we exposed a single participant in an immersive VR
setup for 24 hours (divided into repeated sessions of two hours VR exposure
followed by ten minutes breaks), which is to our knowledge the longest
documented use of an immersive VEs so far. We measured different metrics to
analyze how human perception, behavior, cognition, and motor system change over
time in a fully isolated virtual world.
[4]
Are 4 hands better than 2?: bimanual interaction for quadmanual user
interfaces
Spatial pointing and touching
/
Lubos, Paul
/
Bruder, Gerd
/
Steinicke, Frank
Proceedings of the 2014 ACM Symposium Spatial User Interaction
2014-10-04
p.123-126
© Copyright 2014 ACM
Summary: The design of spatial user interaction for immersive virtual environments
(IVEs) is an inherently difficult task. Missing haptic feedback and spatial
misperception hinder an efficient direct interaction with virtual objects.
Moreover, interaction performance depends on a variety of ergonomics factors,
such as the user's endurance, muscular strength, as well as fitness. However,
the potential benefits of direct and natural interaction offered by IVEs
encourage research to create more efficient interaction methods. We suggest a
novel way of 3D interaction by utilizing the fact that for many tasks, bimanual
interaction shows benefits over one-handed interaction in a confined
interaction space. In this paper we push this idea even further and introduce
quadmanual user interfaces (QUIs) with two additional, virtual hands. These
magic hands allow the user to keep their arms in a comfortable position yet
still interact with multiple virtual interaction spaces. To analyze our
approach we conducted a performance experiment inspired by a Fitts' Law
selection task, investigating the feasibility of our approach for the natural
interaction with 3D objects in virtual space.
[5]
Safe-&-round: bringing redirected walking to small virtual reality
laboratories
Poster session
/
Lubos, Paul
/
Bruder, Gerd
/
Steinicke, Frank
Proceedings of the 2014 ACM Symposium Spatial User Interaction
2014-10-04
p.154
© Copyright 2014 ACM
Summary: Walking is usually considered the most natural form for self-motion in a
virtual environment (VE). However, the confined physical workspace of typical
virtual reality (VR) labs often prevents natural exploration of larger VEs.
Redirected walking has been introduced as a potential solution to this
restriction, but corresponding techniques often induce enormous manipulations
if the workspace is considerably small and lacks natural experiences therefore.
In this poster we propose the Safe-&-Round user interface, which supports
natural walking in a potentially infinite virtual scene while confined to a
considerably restricted physical workspace. This virtual locomotion technique
relies on a safety volume, which is displayed as a semi-transparent
half-capsule, inside which the user can walk without manipulations caused by
redirected walking.
[6]
Interactive surfaces for interaction with stereoscopic 3d (ISIS3D): tutorial
and workshop at its 2013
Workshops and tutorials
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Daiber, Florian
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De Araujo, Bruno Rodrigues
/
Steinicke, Frank
/
Stuerzlinger, Wolfgang
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.483-486
© Copyright 2013 ACM
Summary: With the increasing distribution of multi-touch capable devices multi-touch
interaction becomes more and more ubiquitous. Multi-touch interaction offers
new ways to deal with 3D data allowing a high degree of freedom (DOF) without
instrumenting the user. Due to the advances in 3D technologies, designing for
3D interaction is now more relevant than ever. With more powerful engines and
high resolution screens also mobile devices can run advanced 3D graphics, 3D
UIs are emerging beyond the game industry, and recently, first prototypes as
well as commercial systems bringing (auto-) stereoscopic display on
touch-sensitive surfaces have been proposed. With the Tutorial and Workshop on
"Interactive Surfaces for Interaction with Stereoscopic 3D (ISIS3D)" we aim to
provide an interactive forum that focuses on the challenges that appear when
the flat digital world of surface computing meets the curved, physical, 3D
space we live in.
[7]
To touch or not to touch?: comparing 2D touch and 3D mid-air interaction on
stereoscopic tabletop surfaces
Full papers
/
Bruder, Gerd
/
Steinicke, Frank
/
Sturzlinger, Wolfgang
Proceedings of the 2013 ACM Symposium Spatial User Interaction
2013-07-20
p.9-16
© Copyright 2013 ACM
Summary: Recent developments in touch and display technologies have laid the
groundwork to combine touch-sensitive display systems with stereoscopic
three-dimensional (3D) display. Although this combination provides a compelling
user experience, interaction with objects stereoscopically displayed in front
of the screen poses some fundamental challenges: Traditionally, touch-sensitive
surfaces capture only direct contacts such that the user has to penetrate the
visually perceived object to touch the 2D surface behind the object.
Conversely, recent technologies support capturing finger positions in front of
the display, enabling users to interact with intangible objects in mid-air 3D
space. In this paper we perform a comparison between such 2D touch and 3D
mid-air interactions in a Fitts' Law experiment for objects with varying
stereoscopical parallax. The results show that the 2D touch technique is more
efficient close to the screen, whereas for targets further away from the
screen, 3D selection outperforms 2D touch. Based on the results, we present
implications for the design and development of future touch-sensitive
interfaces for stereoscopic displays.
[8]
SmurVEbox: a smart multi-user real-time virtual environment for generating
character animations
Sharing live user experience: how new mixed reality technologies and
networks support real-time interactions
/
Beimler, Rüdiger
/
Bruder, Gerd
/
Steinicke, Frank
Proceedings of the 2013 Virtual Reality International Conference
2013-03-20
p.1
© Copyright 2013 ACM
Summary: Animating virtual characters is a complex task, which requires professional
animators and performers, expensive motion capture systems, or considerable
amounts of time to generate convincing results. In this paper we introduce the
SmurVEbox, which is a cost-effective animating system that encompasses many
important aspects of animating virtual characters by providing a novel shared
user experience. SmurVEbox is a collaborative environment for generating
character animations in real time, which has the potential to enhance the
computer animation process. Our setup allows animators and performers to
cooperate on the same virtual animation sequence in real time. Performers are
able to communicate with the animator in the real space while simultaneously
perceiving the effects of their actions on the virtual character in the virtual
space. The animator can refine actions of a performer in real time so that both
collaborate together on the same animation of a virtual character. We describe
the setup and present a simple application.
[9]
Touching the Void Revisited: Analyses of Touch Behavior on and above
Tabletop Surfaces
Creating Effective 3D Displays
/
Bruder, Gerd
/
Steinicke, Frank
/
Stuerzlinger, Wolfgang
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-1
2013
v.1
p.278-296
Keywords: Touch-sensitive systems; stereoscopic displays; 3D interaction
© Copyright 2013 IFIP
Summary: Recent developments in touch and display technologies made it possible to
integrate touch-sensitive surfaces into stereoscopic three-dimensional (3D)
displays. Although this combination provides a compelling user experience,
interaction with stereoscopically displayed objects poses some fundamental
challenges. If a user aims to select a 3D object, each eye sees a different
perspective of the same scene. This results in two distinct projections on the
display surface, which raises the question where users would touch in 3D or on
the two-dimensional (2D) surface to indicate the selection. In this paper we
analyze the relation between the 3D positions of stereoscopically displayed
objects and the on- as well as off-surface touch areas. The results show that
2D touch interaction works better close to the screen but also that 3D
interaction is more suitable beyond 10cm from the screen. Finally, we discuss
implications for the development of future touch-sensitive interfaces with
stereoscopic display.
[10]
Blending Real and Virtual Worlds Using Self-reflection and Fiducials
Demonstrations
/
Fischbach, Martin
/
Wiebusch, Dennis
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Latoschik, Marc Erich
/
Bruder, Gerd
/
Steinicke, Frank
Proceedings of the 2012 International Conference on Entertainment Computing
2012-09-26
p.465-468
Keywords: Mixed Reality; Self-Reflection; Fiducials; Fish Tank Virtual Reality;
Interactive Virtual Art; Multi-Touch
© Copyright 2012 IFIP
Summary: This paper presents an enhanced version of a portable out-of-the-box
platform for semi-immersive interactive applications. The enhanced version
combines stereoscopic visualization, marker-less user tracking, and multi-touch
with self-reflection of users and tangible object interaction. A virtual fish
tank simulation demonstrates how real and virtual worlds are seamlessly blended
by providing a multi-modal interaction experience that utilizes a user-centric
projection, body, and object tracking, as well as a consistent integration of
physical and virtual properties like appearance and causality into a mixed
real/virtual world.
[11]
The 3rd dimension of CHI (3DCHI): touching and designing 3D user interfaces
Workshop summaries
/
Steinicke, Frank
/
Benko, Hrvoje
/
Krüger, Antonio
/
Keefe, Daniel
/
de la Riviére, Jean-Baptiste
/
Anderson, Ken
/
Häkkilä, Jonna
/
Arhippainen, Leena
/
Pakanen, Minna
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2695-2698
© Copyright 2012 ACM
Summary: In recent years 3D has gained increasing amount of attention -- interactive
visualization of 3D data has become increasingly important and widespread due
to the requirements of several application areas, and entertainment industry
has brought 3D experience to the reach of wide audiences through games, 3D
movies and stereoscopic displays. However, current user interfaces (UIs) often
lack adequate support for 3D interactions: 2D metaphors still dominate in GUI
design, 2D desktop systems are often limited in cases where natural interaction
with 3D content is required, and sophisticated 3D user interfaces consisting of
stereoscopic projections and tracked input devices are rarely adopted by
ordinary users. In the future, novel interaction design solutions are needed to
better support the natural interaction and utilize the special features of 3D
technologies.
In this workshop we address the research and industrial challenges involved
in exploring the space where the flat digital world of surface computing meets
the physical, spatially complex, 3D space in which we live. The workshop will
provide a common forum for researchers to share their visions of the future and
recent results in the area of improving 3D interaction and UI design.
[12]
smARTbox: out-of-the-box technologies for interactive art and exhibition
Interactive technologies dedicated to art creation
/
Fischbach, Martin
/
Latoschik, Marc E.
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Bruder, Gerd
/
Steinicke, Frank
Proceedings of the 2012 Virtual Reality International Conference
2012-03-28
p.19
© Copyright 2012 ACM
Summary: Recent developments in the fields of interactive display technologies
provide new possibilities for engaging visitors in interactive
three-dimensional virtual art exhibitions. Tracking and interaction
technologies such as the Microsoft Kinect and emerging multi-touch interfaces
enable inexpensive and low-maintenance interactive art setups while providing
portable solutions for engaging presentations and exhibitions. In this paper we
describe the smARTbox, which is a responsive touch-enabled stereoscopic
out-of-the-box technology for interactive art setups. Based on the described
technologies, we sketch an interactive semi-immersive virtual fish tank
implementation that enables direct and indirect interaction with visitors.
[13]
2d touching of 3d stereoscopic objects
3D interaction
/
Valkov, Dimitar
/
Steinicke, Frank
/
Bruder, Gerd
/
Hinrichs, Klaus
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.1353-1362
© Copyright 2011 ACM
Summary: Recent developments in the area of touch and display technologies have
suggested to combine multi-touch systems and stereoscopic visualization.
Stereoscopic perception requires each eye to see a slightly different
perspective of the same scene, which results in two distinct projections on the
display. Thus, if the user wants to select a 3D stereoscopic object in such a
setup, the question arises where she would touch the 2D surface to indicate the
selection. A user may apply different strategies, for instance touching the
midpoint between the two projections, or touching one of them.
In this paper we analyze the relation between the 3D positions of
stereoscopically rendered objects and the on-surface touch points, where users
touch the surface. We performed an experiment in which we determined the
positions of the users' touches for objects, which were displayed with
positive, negative or zero parallaxes. We found that users tend to touch
between the projections for the two eyes with an offset towards the projection
for the dominant eye. Our results give implications for the development of
future touch-enabled interfaces, which support 3D stereoscopic visualization.
[14]
Touching the 3rd dimension (T3D)
SIG
/
Steinicke, Frank
/
Benko, Hrvoje
/
Daiber, Florian
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Keefe, Daniel
/
de la Rivière, Jean-Baptiste
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.161-164
© Copyright 2011 ACM
Summary: In recent years interactive visualization of 3D data has become increasingly
important and widespread due to the requirements of several application areas.
However, current user interfaces often lack adequate support for 3D
interactions: 2D desktop systems are often limited in cases where natural
interaction with 3D content is required, and sophisticated 3D user interfaces
consisting of stereoscopic projections and tracked input devices are rarely
adopted by ordinary users. Touch interaction has received considerable
attention for 2D interfaces, and more recently for 3D interfaces. Many touch
devices now support multiple degrees of freedom input by capturing multiple 2D
contact positions on the surface as well as varying levels of pressure and even
depth. There is, therefore, great potential for multi-touch interfaces to
provide the traditionally difficult to achieve combination of natural 3D
interaction without any instrumentation. When combined with a stereoscopic
display of 3D data as well as 3D depth cameras, we believe that multi-touch
technology can form the basis for a next generation of intuitive and expressive
3D user interfaces. Several research groups have begun to explore the
potential, limitations, and challenges of this and other 3D touch environments,
and first commercial systems are already available. The goal of the SIG
"Touching the 3rd Dimension (T3D)" is to address the research and industrial
challenges involved in exploring the space where the flat digital world of
surface computing meets the physical, spatially complex, 3D space in which we
live. The meeting will provide a common forum to attract groups of conference
attendees who share their visions of the future and recent results in the area
of improving 3D interaction and visualization by taking advantage of the
strengths of advanced multi-touch computing.
[15]
Augmentation techniques for efficient exploration in head-mounted display
environments
Augmented reality
/
Bolte, Benjamin
/
Bruder, Gerd
/
Steinicke, Frank
/
Hinrichs, Klaus
/
Lappe, Markus
Proceedings of the 2010 ACM Symposium on Virtual Reality Software and
Technology
2010-11-22
p.11-18
© Copyright 2010 ACM
Summary: Physical characteristics and constraints of today's head-mounted displays
(HMDs) often impair interaction in immersive virtual environments (VEs). For
instance, due to the limited field of view (FOV) subtended by the display units
in front of the user's eyes more effort is required to explore a VE by head
rotations than for exploration in the real world.
In this paper we propose a combination of two augmentation techniques that
have the potential to make exploration of VEs more efficient: (1) augmenting
the geometric FOV (GFOV) used for rendering the VE, and (2) amplifying head
rotations while the user changes her head orientation. In order to identify how
much manipulation can be applied without users noticing, we conducted two
psychophysical experiments in which we analyzed subjects' ability to
discriminate between virtual and real head pitch and roll rotations while three
different geometric FOVs were used. Our results show that the combination of
both techniques has great potential to support efficient exploration of VEs. We
found that virtual pitch and roll rotations can be amplified by 30% and 44%
respectively, when the GFOV matches the subject's estimation of the most
natural FOV. This leads to a possible reduction of the user's effort required
to explore the VE using a combination of both techniques by approximately 25%.
[16]
Judgment of natural perspective projections in head-mounted display
environments
Performance analysis
/
Steinicke, Frank
/
Bruder, Gerd
/
Hinrichs, Klaus
/
Kuhl, Scott
/
Lappe, Markus
/
Willemsen, Pete
Proceedings of the 2009 ACM Symposium on Virtual Reality Software and
Technology
2009-11-18
p.35-42
Keywords: field of view, head-mounted displays, virtual reality
© Copyright 2009 ACM
Summary: The display units integrated in todays head-mounted displays (HMDs) provide
only a limited field of view (FOV) to the virtual world. In order to present an
undistorted view to the virtual environment (VE), the perspective projection
used to render the VE has to be adjusted to the limitations caused by the HMD
characteristics. In particular, the geometric field of view (GFOV), which
defines the virtual aperture angle used for rendering of the 3D scene, is set
up according to the display's field of view. A discrepancy between these two
fields of view distorts the geometry of the VE in a way that either minifies or
magnifies the imagery displayed to the user. Discrepancies between the
geometric and physical FOV causes the imagery to be minified or magnified. This
distortion has the potential to negatively or positively affect a user's
perception of the virtual space, sense of presence, and performance on visual
search tasks.
In this paper we analyze if a user is consciously aware of perspective
distortions of the VE displayed in the HMD. We introduce a psychophysical
calibration method to determine the HMD's actual field of view, which may vary
from the nominal values specified by the manufacturer. Furthermore, we
conducted an experiment to identify perspective projections for HMDs which are
identified as natural by subjects -- even if these perspectives deviate from
the perspectives that are inherently defined by the display's field of view. We
found that subjects evaluate a field of view as natural when it is larger than
the actual field of view of the HMD -- in some cases up to 50%.
[17]
Bimanual Interaction with Interscopic Multi-Touch Surfaces
Multimodal Interfaces 2
/
Schöning, Johannes
/
Steinicke, Frank
/
Krüger, Antonio
/
Hinrichs, Klaus
/
Valkov, Dimitar
Proceedings of IFIP INTERACT'09: Human-Computer Interaction
2009-08-24
v.2
p.40-53
Keywords: Multi-touch Interaction; Interscopic Interaction; 3D User Interfaces
© Copyright 2009 IFIP
Summary: Multi-touch interaction has received considerable attention in the last few
years, in particular for natural two-dimensional (2D) interaction. However,
many application areas deal with three-dimensional (3D) data and require
intuitive 3D interaction techniques therefore. Indeed, virtual reality (VR)
systems provide sophisticated 3D user interface, but then lack efficient 2D
interaction, and are therefore rarely adopted by ordinary users or even by
experts. Since multi-touch interfaces represent a good trade-off between
intuitive, constrained interaction on a touch surface providing tangible
feedback, and unrestricted natural interaction without any instrumentation,
they have the potential to form the foundation of the next generation user
interface for 2D as well as 3D interaction. In particular, stereoscopic display
of 3D data provides an additional depth cue, but until now the challenges and
limitations for multi-touch interaction in this context have not been
considered. In this paper we present new multi-touch paradigms and interactions
that combine both traditional 2D interaction and novel 3D interaction on a
touch surface to form a new class of multi-touch systems, which we refer to as
interscopic multi-touch surfaces (iMUTS). We discuss iMUTS-based user
interfaces that support interaction with 2D content displayed in monoscopic
mode and 3D content usually displayed stereoscopically. In order to underline
the potential of the proposed iMUTS setup, we have developed and evaluated two
example interaction metaphors for different domains. First, we present
intuitive navigation techniques for virtual 3D city models, and then we
describe a natural metaphor for deforming volumetric datasets in a medical
context.
[18]
Scene-Motion Thresholds Correlate with Angular Head Motions for Immersive
Virtual Environments
USER
/
Jerald, Jason
/
Steinicke, Frank
/
Whitton, Mary
Proceedings of the 2009 International Conference on Advances in
Computer-Human Interactions
2009-02-01
p.69-74
Keywords: scene motion, virtual environments
© Copyright 2009 IEEE
Summary: To better understand motion perception in immersive virtual environments, we
conducted a user study to quantify perception of scene motion as subjects yawed
their heads. We measured psychometric functions of scene-velocity thresholds
for different head motions and then extracted 75\% thresholds, creating
scene-velocity thresholds as functions of three measures of head motion: 1)
Angular Range, 2) Peak Angular Velocity, 3) and Peak Angular Acceleration. We
also measured scene-velocity thresholds for four phases of head motion: 1) the
Start of the head turn, 2) the Center of the head turn, 3) the End of the head
turn, 4) and All of the head turn. Scene-velocity thresholds increased as head
motion increased for all tested conditions.
[19]
Analyses of human sensitivity to redirected walking
Human-calibrated interaction
/
Steinicke, Frank
/
Bruder, Gerd
/
Jerald, Jason
/
Frenz, Harald
/
Lappe, Markus
Proceedings of the 2008 ACM Symposium on Virtual Reality Software and
Technology
2008-10-27
p.149-156
© Copyright 2008 ACM
Summary: Redirected walking allows users to walk through large-scale immersive
virtual environments (IVEs) while physically remaining in a reasonably small
workspace by intentionally injecting scene motion into the IVE. In a constant
stimuli experiment with a two-alternative-forced-choice task we have quantified
how much humans can unknowingly be redirected on virtual paths which are
different from the paths they actually walk. 18 subjects have been tested in
four different experiments: (E1a) discrimination between virtual and physical
rotation, (E1b) discrimination between two successive rotations, (E2)
discrimination between virtual and physical translation, and discrimination of
walking direction (E3a) without and (E3b) with start-up. In experiment E1a
subjects performed rotations to which different gains have been applied, and
then had to choose whether or not the visually perceived rotation was greater
than the physical rotation. In experiment E1b subjects discriminated between
two successive rotations where different gains have been applied to the
physical rotation. In experiment E2 subjects chose if they thought that the
physical walk was longer than the visually perceived scaled travel distance. In
experiment E3a subjects walked a straight path in the IVE which was physically
bent to the left or to the right, and they estimate the direction of the
curvature. In experiment E3a the gain was applied immediately, whereas the gain
was applied after a start-up of two meters in experiment E3b. Our results show
that users can be turned physically about 68% more or 10% less than the
perceived virtual rotation, distances can be up- or down-scaled by 22%, and
users can be redirected on an circular arc with a radius greater than 24 meters
while they believe they are walking straight.
[20]
Hybrid traveling in fully-immersive large-scale geographic environments
Posters
/
Steinicke, Frank
/
Bruder, Gerd
/
Hinrichs, Klaus
Proceedings of the 2007 ACM Symposium on Virtual Reality Software and
Technology
2007-11-05
p.229-230
Keywords: hybrid traveling, navigation, virtual reality
© Copyright 2007 ACM
Summary: In this paper we present hybrid traveling concepts that enable users to
navigate immersively through 3D geospatial environments displayed by arbitrary
applications such as Google Earth or Microsoft Virtual Earth. We propose a
framework which allows to integrate virtual reality (VR) based interaction
devices and concepts into such applications that do not support VR technologies
natively.
In our proposed setup the content displayed by a geospatial application is
visualized stereoscopically on a head-mounted display (HMD) for immersive
exploration. The user's body is tracked in order to support natural traveling
through the VE via a walking metaphor. Since the VE usually exceeds the
dimension of the area in which the user can be tracked, we propose different
strategies to map the user's movement into the virtual world intuitively.
Moreover, commonly available devices and interaction techniques are presented
for both-handed interaction to enrich the navigation process.
[21]
Towards Applicable 3D User Interfaces for Everyday Working Environments
3D Interaction and 3D Interfaces
/
Steinicke, Frank
/
Ropinski, Timo
/
Bruder, Gerd
/
Hinrichs, Klaus
Proceedings of IFIP INTERACT'07: Human-Computer Interaction
2007-09-10
v.1
p.546-559
Keywords: HCI; autostereoscopic display environments; 3D user interfaces
© Copyright 2007 IFIP
Summary: Desktop environments represent a powerful user interface and have been used
as the de facto standard human-computer interaction paradigm for over 20 years.
But the rising demand of 3D applications dealing with complex datasets exceeds
the capabilities of traditional interaction devices and two-dimensional
displays. Such applications need more immersive and intuitive interfaces. In
order to be accepted by the users, technology-driven solutions that require
inconvenient instrumentation, e.g., stereo glasses or tracked gloves, should be
avoided. Autostereoscopic display environments equipped with tracking systems
enable humans to experience virtual 3D environments more naturally, for
instance via gestures, without having to use annoying devices. However,
currently these approaches are used only for specially designed or adapted
applications. In this paper we introduce new 3D user interface concepts for
such setups which require minimal instrumentation of the user and can be
integrated easily in everyday working environments. We propose an interaction
framework which supports simultaneous display of and simultaneous interaction
with both monoscopic as well as stereoscopic contents. We identify the
challenges for combined mouse-, keyboard- and gesture-based input paradigms in
such an environment and introduce novel interaction strategies.
[22]
3D Modeling and Design Supported Via Interscopic Interaction Strategies
Part VI: Advanced Design and Development Support
/
Steinicke, Frank
/
Ropinski, Timo
/
Bruder, Gerd
/
Hinrichs, Klaus
HCI International 2007: 12th International Conference on Human-Computer
Interaction, Part IV: HCI Applications and Services
2007-07-22
v.4
p.1160-1169
Keywords: HCI; autostereoscopic displays; 3D user interfaces; interscopic interaction
techniques; 3D modeling and design
Copyright © 2007 Springer-Verlag
Summary: 3D modeling applications are widely used in many application domains ranging
from CAD to industrial or graphics design. Desktop environments have proven to
be a powerful user interface for such tasks. However, the raising complexity of
3D dataset exceeds the possibilities provided by traditional devices or
two-dimensional display. Thus, more natural and intuitive interfaces are
required. But in order to get the users' acceptance technology-driven solutions
that require inconvenient instrumentation, e.g., stereo glasses or tracked
gloves, should be avoided. Autostereoscopic display environments in combination
with 3D desktop devices enable users to experience virtual environments more
immersive without annoying devices. In this paper we introduce interaction
strategies with special consideration of the requirements of 3D modelers. We
propose an interscopic display environment with implicated user interface
strategies that allow displaying and interacting with both mono-, e.g., 2D
elements, and stereoscopic content, which is beneficial for the 3D environment,
which has to be manipulated. These concepts are discussed with special
consideration of the requirements of 3D modeler and designers.
[23]
Virtual Reflections and Virtual Shadows in Mixed Reality Environments
Short Papers: 3D and Virtual Environments
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Steinicke, F.
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Hinrichs, K.
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Ropinski, T.
Proceedings of IFIP INTERACT'05: Human-Computer Interaction
2005-09-12
p.1018-1021
Summary: In this paper we propose the concepts of virtual reflections, lights and
shadows to enhance immersion in mixed reality (MR) environments, which focus on
merging the real and the virtual world seamlessly. To improve immersion, we
augment the virtual objects with real world information regarding the virtual
reality (VR) system environment, e.g., CAVE, workbench etc. Real-world objects
such as input devices or light sources as well as the position and posture of
the user are used to simulate global illumination phenomena, e.g., users can
see their own reflections and shadows on virtual objects. Besides the concepts
and the implementation of this approach, we describe the system setup and an
example application for this kind of advanced MR system environment.