Abstract

Traditional interaction devices such as computer mice and keyboards do not adapt very well to immersive envi-ronments, since they were not necessarily designed for users who may be standing or in movement. Moreover, in the current inte-raction model for immersive environments, based on wands and 3D mice, a change of context is necessary in order to execute non-immersive tasks. These constant context changes from im-mersive to 2D desktops introduce a rupture in user interaction with the application. The objective of this work is to study how to adapt interaction techniques from touch surface based systems to 3D virtual environments to reduce this physical rupture from the fully immersive mode to the desktop paradigm. In order to do this, a wireless glove (v-Glove) that maps to a touch interface in a vir-tual reality immersive environment was developed, enabling it to interact in 3D applications. The glove has two main functionalities: tracking the position of the user's index finger and vibrating the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse.

Highlights

  • In recent years, several research initiatives in the field of virtual reality (VR) have focused on the development of interaction techniques for the selection and manipulation of objects, navigation and wayfinding [1][2][3]

  • The aim of this paper is to explore the possibilities of using a touch-like interface in an immersive virtual reality environment using a virtual touch screen mapped in the 3D space

  • Users were divided into three groups of equal size, according to their prior experience in 3D applications: Group E was composed of system analysts who had worked for at least 6 months in the development of the CAD/VR application used; Group O was composed of systems analysts with some experience in software development for computer graphics; Group N was composed of individuals without experience in developing or using graphical software

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Summary

Introduction

Several research initiatives in the field of virtual reality (VR) have focused on the development of interaction techniques for the selection and manipulation of objects, navigation and wayfinding [1][2][3]. Techniques for controlling application parameters were studied, allowing the change of scalar values and the choice among alternative menu options. Since interface controls are an important part of conventional desktop interfaces, adapting these controls for virtual environments is necessary. A limited number of control widgets, like buttons, can be accessed, but that alone does not adequately suffice for more complex situations such as selection, menu navigation, and alphanumeric input. All solutions that enable 2D menus adapted to immersive environments face the problem of effectively reaching a menu item in the interaction space [5]

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