3DUI 2009
| Archive: March 2009
Authors
Alexander Kulik
Jan Hochstrate
André Kunert
Bernd Froehlich
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811236
Abstract
The Globefish is a novel desktop input device for efficient three-dimensional object manipulation and viewpoint navigation. The device was developed for the 3D graphics applications such as computer aided design (CAD), digital content creation (DCC) and 3D games. The Globefish consists of an elastically suspended 3D trackball, which provides a natural mapping for position-controlled 3D rotations. 3D translations are rate-controlled through small displacements of the trackball against the elastic counterforces of the elastic suspension. The device is operated by the fingertips allowing for precise interaction with virtual objects.
Authors
Younhee Kim
Zoran Duric
Naomi Lynn Gerber
Arthur R. Palsbo
Susan E. Palsbo
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811234
Abstract
We designed a virtual hand-writing teaching system for children with handwriting difficulties due to attention or motor deficits, using a haptic interface that could provide a neutral, repetitive engaging approach to letter writing. The approach we took to accomplish this included: (a) Using letter primitives, (b) User friendly interface for teachers, therapists, subjects and parents, (c) Adjustable force and assessment mode, and (d) Quantitative reports.
Authors
Malachi Wurpts
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811233
Abstract
Training systems based on hardware mockups provide physical fidelity at the expense of flexibility. Maintaining concurrency in these mock-ups can be time-consuming and expensive. Over the past several years, Southwest Research Institute (SwRI®) has worked with the United States Air Force to develop a generalized approach which uses purely virtual assets to provide training in a flexible environment in which configuration changes are made solely through software modifications. While a purely virtual approach has proven effective and flexible, it lacks the realistic interactions supported by the physical constraints present in mock-ups. This paper describes a novel approach to provide a more realistic interface while also extending the useful life of a training system which might otherwise be rendered obsolete. The technique combines virtual and real assets to provide haptic feedback. The interaction technique uses precision finger tracking combined with tactile sensors attached to the finger tip.
Authors
Jörg Stöcklein
Christian Geiger
Volker Paelke
Patrick Pogscheba
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811232
Presentation Slides: [PDF]
Abstract
The development of next generation user interfaces that employ novel sensors and additional output modalities has high potential to improve the usability of applications used in non-desktop environments. The design of such interfaces requires an exploratory design approach to handle the interaction of newly developed interaction techniques with complex hardware. As a first step towards a structured design process we extended the MVC design pattern by an additional dimension “Environment” to capture elements and constraint from the real world.
Authors
Anke Lehmann
Christian Geiger
Björn Wöldecke
Jörg Stöcklein
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811231
Abstract
In this paper we discuss the effect of two different wind output devices and compare head mounted wind with stationary wind, i.e., wind output of fix mounted fans on a rack. By means of a simple interactive 3D application we evaluated the subjects’ feeling of presence in a pre-test using a standard presence questionnaire. The preliminary results showed that wind output increases presence and indicated a tendency towards stationary wind output. This pilot study delivered us some initial guidance for future in-depth evaluation of wind output.
Authors
Natsuki Takeda
Kiyoshi Kiyokawa
Haruo Takemura
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811230
Presentation Slides: [PDF]
Abstract
A virtual walkthrough system is built to demonstrate the unique capability of our wide field-of-view (FOV) head mounted projective display, which can theoretically achieve more than 180 degrees of horizontal FOV by utilizing a half-silvered hyperbolic curved mirror. A fast rendering algorithm developed for image distortion correction and performance analysis on the rendering speed and precision of distortion correction are described. The developed virtual walkthrough system has successfully provided the observer the sense of presence at an interactive frame rate.
Authors
Stefanie Zollmann
Tobias Langlotz
DOI Bookmark: TBA
Presentation Slides: [PDF]
Abstract
Tape drawings are an important part of the form finding process in the automotive industry and thus for creating the final design and shape of cars during the product development process. Up to now this step is done on white boards in 2D and on clay models. In this poster we present a system that supports designers during the tape drawing process by transferring drawings created in 2D to the clay model by using projector-based spatial augmented reality. Furthermore we show an optional 3D input method for creating tape drawings directly on the clay model that additionally allows the transmission of information into a 2D representation using a registered projector-camera system. This system guarantees the consistency of information in different media and dimensions during the design process.
Authors
Younhee Kim
Zoran Duric
Naomi Lynn Gerber
Arthur R. Palsbo
Susan E. Palsbo
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811228
Abstract
We designed a virtual hand-writing teaching system for children with handwriting difficulties due to attention or motor deficits, using a haptic interface that could provide a neutral, repetitive engaging approach to letter writing. The approach we took to accomplish this included: (a) Using letter primitives, (b) User friendly interface for teachers, therapists, subjects and parents, (c) Adjustable force and assessment mode, and (d) Quantitative reports. We evaluated 4 subjects. We obtained pre-training letter formation, then followed with a prescribed training session in which a fixed number of haptic driven repetitions was performed. Subjects were post-tested with free-form letter writing. Anecdotally, 2 children had obvious improvement in accuracy of letter formation, one slowed down speed with which he formed letters, which resulted in more legible handwriting. Children were engaged in the process and reported they had fun and would do it again.
Authors
Jian Chen
Doug A. Bowman
David H. Laidlaw
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811227
Presentation Slides: [PDF]
Abstract
We present a hybrid user interface and gesture-based direct visual editing techniques for quick and rough object creation and manipulation in three-dimensional (3D) virtual environments (VEs). The user interface includes a novel table-prop to resemble an architect’s physical workbench. A tracked pinch glove and a stylus pen provide both rough and fingertip level precise spatial input. For quick placement, objects do not float in space, but instead obey a set of constrained physics laws. Experimental results indicate our design is effective for architectural massing study. Our work contributes to the hardware system design and novel gesture-based interaction techniques, which have the potential to bring VEs into practical use in architecture.
Authors
Emiko Charbonneau
Andrew Miller
Chadwick A. Wingrave
Joseph J. LaViola Jr.
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/3DUI.2009.4811226
Presentation Slides: [PDF]
Abstract
We present RealDance, a prototype video game for exploring spatial 3D interaction for dance-based gaming and instruction. Our interface uses four Nintendo Wii remotes and is independent of buttons, floor position, cameras, or sensor bars so the user is untethered, allowing for natural, full-body motion. Our range of detectable movements includes stationary poses, punches, kicks, claps and stomps, which are scored in the context of the dance routine. We describe our initial experiments in interface design, gesture evaluation and scoring, and user experience, which reveals interesting new areas for 3D spatial interaction research related to creating an ’ideal’ dance game.
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