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RSVR combines spatial tracking with physical device components. Using no additional physical components, the user’s hands and fingers are visually displayed inside the virtual environment according to their relative position to the sensor, which is placed directly on the HMD. The VBMC is a passive sensor, allowing the user to interact unobtrusively within the 3D space through hand and finger tracking. Held by the user, the physical gamepad controller has no visual representation inside the VR environment. The work presented here makes use exclusively of its discrete components (buttons) to allow interaction.
#CAVE TECHNOLOGY GRID MAPPING VIRTUAL REALITY MANUAL#
The gamepad controller is an active sensor, requiring manual interaction through the user in order to generate data. The particular selection of input technologies attempted to consider the most commonly currently used state-of-the-art consumer interaction controllers for VR technologies, keeping in mind fundamental differences in their characteristics, for instance, sensor type, data frequency, physicality, and visualization (LaViola et al. The visual user interface design is intentionally minimalistic for all three prototypes. Our system supports interaction using three prototypes based on different input technologies, namely a GAMEPAD (using an Xbox One controller and an Oculus Rift headset), vision-based motion controls (VBMC) using the Leap Motion controller attached to an Oculus Rift headset, and room-scale virtual reality (RSVR) based on the HTC Vive headset and controller (see Fig. In order to investigate these aspects, we developed and implemented an interactive VR system. Second, we wish to apply VR technologies in non-entertainment settings, more specifically contributing with an example of using VR for the purpose of (open) data exploration. Thus, we believe it is important to compare the operation of the same VR system using different input technologies to provide recommendations and insights for developers of future VR experiences. First, input technologies are an essential part of a VR system as they enable interaction (Bowman et al. However, as state-of-the-art consumer technologies evolve, there is still a small number of scientific studies directly comparing these latest approaches in applied scenarios.įollowing up on our earlier work (Reski and Alissandrakis 2016), we are interested in investigating two aspects. ( 2018), and Vosinakis and Koutsabasis ( 2018), to name just a few.įollowing recent advances in consumer VR technologies, the community is implementing various interaction approaches by utilizing different input technologies, arguing for a variety of pros and cons regarding not only interaction and interface design, but also UX.
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Such guidelines can be greatly informed by empirical evaluations, particularly through comparative interaction studies, like the ones presented by Figueiredo et al. 2008), also outside of entertainment scenarios (such as games and movies). As more developers and researchers gain access to affordable hardware, it becomes increasingly important to provide interaction design guidelines, best practices, and recommendations for different contexts in order to ensure an enjoyable user experience (UX) (Bowman et al. However, as Bowman and McMahan ( 2007) correctly state, input technologies enabling the user to successfully interact in these environments are not of less importance. Render and display technologies play a crucial role in our ability to be visually immersed in a VR environment (Bowman and McMahan 2007). Consequently, lots of opportunities and potential arise regarding the presentation of digital content in three-dimensional VR environments (Bayyari and Tudoreanu 2006). Perceiving the virtual environment in such a natural manner conforms fundamentally with how humans operate as biological beings (Carmack 2013 LaValle 2016). Instead, the user is presented with computer-generated virtual content, which can be explored by moving the head and thus looking around. A HMD is a device that is worn on the head, similar to glasses or ski goggles, visually isolating the user from the physical real-world surroundings. Head-mounted displays (HMDs) appear to be particularly accessible as they are now more affordable than ever before (Lanman et al. Although virtual reality (VR) has been of interest to researchers for many years (Sutherland 1968), it is only due to recent developments in consumer technologies that VR is back in the mainstream spotlight (Abrash 2014 Lanman et al.