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3D User Interfaces (3DUI), 2011 IEEE Symposium on

Date 19-20 March 2011

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Displaying Results 1 - 25 of 49
  • [Title page]

    Publication Year: 2011, Page(s): i
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  • [Copyright notice]

    Publication Year: 2011, Page(s): ii
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  • Contents

    Publication Year: 2011, Page(s):iii - v
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  • Supporting organizations

    Publication Year: 2011, Page(s): vi
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  • Message from the symposium chairs

    Publication Year: 2011, Page(s): vii
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  • IEEE Visualization and Graphics Technical Committee (VGTC)

    Publication Year: 2011, Page(s): viii
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  • Symposium Committee

    Publication Year: 2011, Page(s): ix
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  • 3D spatial interaction for entertainment

    Publication Year: 2011, Page(s): x
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  • Papers

    Publication Year: 2011, Page(s):1 - 2
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  • A reusable library of 3D interaction techniques

    Publication Year: 2011, Page(s):3 - 10
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1275 KB) | HTML iconHTML

    We present a library of reusable, abstract, low granularity components for the development of novel interaction techniques. Based on the InTml language and through an iterative process, we have designed 7 selection and 5 travel techniques from [5] as dataflows of reusable components. The result is a compact set of 30 components that represent interactive content and useful behavior for interaction... View full abstract»

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  • A reconfigurable architecture for multimodal and collaborative interactions in Virtual Environments

    Publication Year: 2011, Page(s):11 - 14
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2268 KB) | HTML iconHTML Multimedia Media

    Many studies have been carried out on multimodal and collaborative systems in VR. Although these two aspects are usually studied separately, they share interesting similarities. This paper focuses on the reconfigurable aspect and the implementation of a multimodal and collaborative supervisor for Virtual Environments (VEs). The aim of this supervisor is to ensure the merge of pieces of information... View full abstract»

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  • A multimode immersive conceptual design system for architectural modeling and lighting

    Publication Year: 2011, Page(s):15 - 18
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (843 KB) | HTML iconHTML Multimedia Media

    We present a new immersive system which allows initial conceptual design of simple architectural models, including lighting. Our system allows the manipulation of simple elements such as windows, doors and rooms while the overall model is automatically adjusted to the manipulation. The system runs on a four-sided stereoscopic, head-tracked immersive display. We also provide simple lighting design ... View full abstract»

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  • Joyman: A human-scale joystick for navigating in virtual worlds

    Publication Year: 2011, Page(s):19 - 26
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (9705 KB) | HTML iconHTML

    In this paper, we propose a novel interface called Joyman, designed for immersive locomotion in virtual environments. Whereas many previous interfaces preserve or stimulate the users proprioception, the Joyman aims at preserving equilibrioception in order to improve the feeling of immersion during virtual locomotion tasks. The proposed interface is based on the metaphor of a human-scale joystick. ... View full abstract»

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  • Effects of navigation design on Contextualized Video Interfaces

    Publication Year: 2011, Page(s):27 - 34
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1816 KB) | HTML iconHTML

    Real-time monitoring and responding to events observed across multiple surveillance cameras can pose an overwhelmingly high mental workload. Contextualized Video Interfaces (which place the surveillance videos within their spatial context) can be used to support these tasks. In order for users to integrate information from the videos and the spatial context as the events progress in real time, nav... View full abstract»

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  • Effects of redirection on spatial orientation in real and virtual environments

    Publication Year: 2011, Page(s):35 - 38
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6122 KB) | HTML iconHTML

    We report a user study that investigated the effect of redirection in an immersive virtual environment on spatial orientation relative to both real world and virtual stimuli. Participants performed a series of spatial pointing tasks with real and virtual targets, during which they experienced three within-subjects conditions: rotation-based redirection, change blindness redirection, and no redirec... View full abstract»

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  • Influence of the bimanual frame of reference with haptics for unimanual interaction tasks in virtual environments

    Publication Year: 2011, Page(s):39 - 46
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2449 KB) | HTML iconHTML

    In this paper, we present the results of a user study with a bimanual haptic setup. The goal of the experiment was to evaluate if Guiard's theory of the bimanual frame of reference can be applied to interaction tasks in virtual environments (VE) with haptic rendering. This theory proposes an influence of the non-dominant hand (NDH) on the dominant hand (DH). The experiment was conducted with multi... View full abstract»

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  • Enhancing robot teleoperator situation awareness and performance using vibro-tactile and graphical feedback

    Publication Year: 2011, Page(s):47 - 54
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1140 KB) | HTML iconHTML Multimedia Media

    Most of the feedback received by operators of current robot-teleoperation systems is graphical. When a large variety of robot data needs to be displayed however, this may lead to operator overload. The research presented in this paper focuses on off-loading part of the feedback to other human senses, specifically to the sense of touch, to reduce the load due to the interface, and as a consequence,... View full abstract»

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  • Enabling multi-point haptic grasping in virtual environments

    Publication Year: 2011, Page(s):55 - 58
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (705 KB) | HTML iconHTML

    Haptic interaction has received increasing research interest in recent years. Currently, most commercially available haptic devices provide the user with a single point of interaction. Multi-point haptic devices present a logical progression in device design and enable the operator to experience a far wider range of haptic interactions, particularly the ability to grasp via multiple fingers. This ... View full abstract»

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  • Dropping the ball: Releasing a virtual grasp

    Publication Year: 2011, Page(s):59 - 66
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6053 KB) | HTML iconHTML

    We present a method for improved release of whole-hand virtual grasps. It addresses the problem of objects “sticking” during release after the user's (real) fingers interpenetrate virtual objects due to the lack of physical motion constraints. This problem may be especially distracting for grasp techniques that introduce mismatches between tracked and visual hand configurations to pr... View full abstract»

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  • Rapid and accurate 3D selection by progressive refinement

    Publication Year: 2011, Page(s):67 - 74
    Cited by:  Papers (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (9571 KB) | HTML iconHTML

    Issues such as hand and tracker jitter negatively affect user performance with the ray-casting selection technique in 3D environments. This makes it difficult for users to perform tasks that require them to select objects that have a small visible area, since small targets require high levels of precision. We introduce an approach to address this issue that uses progressive refinement of the set o... View full abstract»

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  • Multi-touch RST in 2D and 3D spaces: Studying the impact of directness on user performance

    Publication Year: 2011, Page(s):75 - 78
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (7797 KB) | HTML iconHTML Multimedia Media

    The RST multi-touch technique allows one to simultaneously control Rotations, Scaling, and Translations from multi-touch gestures. We conducted a user study to better understand the impact of directness on user performance for a RST docking task, for both 2D and 3D visualization conditions. This study showed that direct-touch shortens completion times, but indirect interaction improves efficiency ... View full abstract»

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  • Squeeze me and i'll change: An exploration of frustration-triggered adaptation for multimodal interaction

    Publication Year: 2011, Page(s):79 - 86
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1909 KB) | HTML iconHTML

    Complex 3D interaction in virtual environments may inhibit user interaction and cause frustration. Supporting adaptivity based on the detected user frustration can be considered as one promising solution to enhance user interaction. Our work proposes to provide adaptive assistance to users who are frustrated during their interaction with 3D user interfaces in virtual environments. The obtrusivenes... View full abstract»

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  • Pointing at 3D targets in a stereo head-tracked virtual environment

    Publication Year: 2011, Page(s):87 - 94
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (722 KB) | HTML iconHTML

    We present three experiments that systematically examine pointing tasks in fish tank VR using the ISO 9241-9 standard. All experiments used a tracked stylus for a both direct touch and ray-based technique. Mouse-based techniques were also studied. Our goal was to investigate means of comparing 2D and 3D pointing techniques. The first experiment used a 2D task constrained to the display surface, al... View full abstract»

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  • Design and evaluation of methods to prevent frame cancellation in real-time stereoscopic rendering

    Publication Year: 2011, Page(s):95 - 98
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (779 KB) | HTML iconHTML

    Frame cancellation comes from the conflict between two depth cues: stereo disparity and occlusion with the screen border. When this conflict occurs, the user suffers from poor depth perception of the scene. It also leads to uncomfortable viewing and eyestrain due to problems in fusing left and right images. In this paper we propose a novel method to avoid frame cancellation in real-time stereoscop... View full abstract»

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  • Posters

    Publication Year: 2011, Page(s):99 - 100
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