From ed40b9fa9871544423fe727cd4406fe903737b16 Mon Sep 17 00:00:00 2001 From: Thomas Pietrzak Date: Fri, 26 Nov 2021 16:59:21 +0100 Subject: [PATCH] Intro VR input --- tex/3-input.tex | 47 +++++++++++++++++++++++++++++++++++++---------- 1 file changed, 37 insertions(+), 10 deletions(-) diff --git a/tex/3-input.tex b/tex/3-input.tex index 51388b6..35ff51d 100644 --- a/tex/3-input.tex +++ b/tex/3-input.tex @@ -685,24 +685,49 @@ Il the case of our command selection technique for multi-touch interaction with Therefore, the location of the contact point does not matter. Hence, users can touch the surface with a comfortable posture. -\subsection{Interaction in immersive Virtual Reality} +\subsection{Input in immersive Virtual Reality} \label{sec:interactionvr} Immersive virtual reality has been around since the beginning of personal computing \cite{sutherland65,sutherland68}. Early prototypes already included a stereovision headset with head tracking to match the users' movements with their position in the virtual environment. -Yet, it took much longer to reach either households or professional environments than personal computers. -Even today that many different consumer electronics VR headsets are available at reasonnable price, their usage remains limited. -Virtual Reality is an active research domain in itself for decades, and it contributed to the relative success of the last generation of VR headsets. -But more research is still necessary to discover the benefits and best way to interact in immersive virtual environments. -One big research topic in this area is augmenting \defword{immersion}, \defword{presence} and \defword{embodiment} \cite{witmer98,slater99,kilteni12}. -In short these three concept are related to the users's sensation of being in the virtual environment. +Yet, it took VR headsets much longer than personal computers to reach either households or professional environments. +Even today that many different consumer electronics VR headsets are available at a reasonnable price, their usage remains limited. +Similarly to every interactive technology, the objective is not to replace completely concurrent technologies, but rather find the particular application scenarios for which this technology is more suitable than others. + +%Virtual Reality is an active research domain in itself for decades, and immersive virtual reality is just a subset of the contexts being studied. +%Yet, this research field contributed to the relative success of the last generation of VR headsets. +%However, more research is still necessary to discover the benefits and best ways to interact in immersive virtual environments. +The studies I will describe in this section focus on input methods for immersive virtual reality. +We take immersive virtuality reality as a context that constrains the input methods we can use, in which users have to perform specific tasks. +One of these constraints is that the users cannot see their own body because the virtual environment covers their entire field of view. +Therefore, either a motion capture system sense the users' body movements, or they hold input devices in their hands. +Users interact with their environment mostly with gestures, but also with buttons, touchpads and joysticks on handheld devices. +As we discussed at the beginning of this chapter, the objective in virtual reality is not necessarily to reproduce what exists in the physical world. +We rather focus on either elementary or compound tasks and figure out ways to enable users to perform these tasks. +For example selecting an object is an elementary task that is usually part of a more complex or compound tasks: manipulation, command selection, navigation, text entry, etc. +We describe below the design and evaluation of a new 3D selection technique for immersive virtual reality. + +% Should I keep this? +One of the main active research topics in this area is augmenting \defword{immersion}, \defword{presence} and \defword{embodiment} \cite{witmer98,slater99,kilteni12}. +In short, these three concepts are related to the users's sensation of being in the virtual environment. I will cover this topic in the next chapter, section \ref{sec:embodiment}. +% +Yet, a typical way to increase the users' sensation of embodiment is to provide them an \defword{avatar} that they can control. +The users can typically control their avatar's hands and head because it is easy to map their position to the VR headset and the controller’s position with inverse kinematics. +The facial expression of the avatar is important for non verbal communication. +However, it is more complex to control because it requires many degrees of freedom +Therefore we describe below the design and evaluation of an interaction technique for the control of the facial expression of an avatar in immersive virtual environments. -this work is about interaction above all, VR is a context of use. - -methodology: identify design aspects, evaluate alternatives, then build a combination of the best, then compare with the best of literature +We used a common general methodology for the design of these two interaction techniques. +We identified the key design aspects of the techniques and we implemented and evaluated several alternatives. +Then we implemented the best combination of these alternatives and compared it to equivalent techniques in the literature. \subsubsection{Pointing} + +In the physical world it is difficult to interact with objects remotely because of physical constraints. +In virtual worlds such physical constraints do not exist. +The common technique for selecting objects… + RayCursor \cite{baloup19,baloup18,baloup19a} \begin{figure}[htb] @@ -745,6 +770,8 @@ Leverages 3D input and combines with 3D motion for more efficient pointing Non verbal communication Facial expressions \cite{baloup21} +task decomposition \cite{bowman04} + \begin{figure}[htb] \def\fh{3.7cm} a) -- 2.30.2