The Experts below are selected from a list of 15678 Experts worldwide ranked by ideXlab platform

Doug A Bowman - One of the best experts on this subject based on the ideXlab platform.

  • evaluating natural Interaction Techniques in video games
    Symposium on 3D User Interfaces, 2010
    Co-Authors: Ryan P Mcmahan, Alexander Joel D Alon, Shaimaa Lazem, Robert J Beaton, David Machaj, Michael Schaefer, Mara G Silva, Anamary Leal, Robert Hagan, Doug A Bowman
    Abstract:

    Despite the gaming industry's recent trend for using “natural” Interaction Techniques, which mimic real world actions with a high level of fidelity, it is not clear how natural Interaction Techniques affect the player experience. In order to obtain a better understanding, we designed and conducted a study using Mario Kart Wii, a commercial racing game for the Nintendo Wii. We chose this platform due to its seemingly balanced design of both natural and non-natural Interaction Techniques. Our empirical study of these Techniques found that the non-natural Interaction Techniques significantly outperform their more natural counterparts. We offer three hypotheses to explain our finding and suggest them as important Interaction design considerations.

  • 3DUI - Evaluating natural Interaction Techniques in video games
    2010 IEEE Symposium on 3D User Interfaces (3DUI), 2010
    Co-Authors: Ryan P Mcmahan, Alexander Joel D Alon, Shaimaa Lazem, Robert J Beaton, David Machaj, Michael Schaefer, Mara G Silva, Anamary Leal, Robert Hagan, Doug A Bowman
    Abstract:

    Despite the gaming industry's recent trend for using “natural” Interaction Techniques, which mimic real world actions with a high level of fidelity, it is not clear how natural Interaction Techniques affect the player experience. In order to obtain a better understanding, we designed and conducted a study using Mario Kart Wii, a commercial racing game for the Nintendo Wii. We chose this platform due to its seemingly balanced design of both natural and non-natural Interaction Techniques. Our empirical study of these Techniques found that the non-natural Interaction Techniques significantly outperform their more natural counterparts. We offer three hypotheses to explain our finding and suggest them as important Interaction design considerations.

  • Novel uses of Pinch Gloves for Virtual environment Interaction Techniques
    Virtual Reality, 2002
    Co-Authors: Doug A Bowman, Chadwick A. Wingrave, J. M. Campbell, Christopher J. Rhoton
    Abstract:

    The usability of three-dimensional (3D) Interaction Techniques depends upon both the interface software and the physical devices used. However, little research has addressed the issue of mapping 3D input devices to Interaction Techniques and applications. This is especially crucial in the field of Virtual Environments (VEs), where there exists a wide range of potential 3D input devices. In this paper, we discuss the use of Pinch Gloves - gloves that report contact between two or more fingers- as input devices for VE systems We begin with an analysis of the advantages and disadvantages of the gloves as a 3D input device Next, we present a broad overview of three novel Interaction Techniques we have developed using the gloves, including a menu system, a text input technique, and a two-hounded navigation technique. All three of these Techniques have been evaluated for both usability and task performance. Finally, we speculate on further uses for the gloves.

  • Testbed Evaluation of Virtual Environment Interaction Techniques
    Presence, 2001
    Co-Authors: Doug A Bowman, Donald B Johnson, Larry F Hodges
    Abstract:

    As immersive virtual environment (VE) applications become more complex, it is clear that we need a firm understanding of the principles of VE Interaction. In particular, designers need guidance in choosing three-dimensional Interaction Techniques. In this paper, we present a systematic approach, testbed evaluation, for the assessment of Interaction Techniques for VEs. Testbed evaluation uses formal frameworks and formal experiments with multiple independent and dependent variables to obtain a wide range of performance data for VE Interaction Techniques. We present two testbed experiments, covering Techniques for the common VE tasks of travel and object selection/manipulation. The results of these experiments allow us to form general guidelines for VE Interaction and to provide an empirical basis for choosing Interaction Techniques in VE applications. Evaluation of a real-world VE system based on the testbed results indicates that this approach can produce substantial improvements in usability.

  • Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual Environments
    2001
    Co-Authors: Doug A Bowman, Chadwick A. Wingrave, J. B. Campbell
    Abstract:

    Usable three-dimensional (3D) Interaction Techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and Interaction Techniques. We present an analysis of Pinch Gloves™ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable Interaction Techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these Techniques.

Gregory D Abowd - One of the best experts on this subject based on the ideXlab platform.

  • Interaction Techniques for ambiguity resolution in recognition based interfaces
    International Conference on Computer Graphics and Interactive Techniques, 2006
    Co-Authors: Jennifer Mankoff, Scott E Hudson, Gregory D Abowd
    Abstract:

    Because of its promise of natural Interaction, recognition is coming into its own as a mainstream technology for use with computers. Both commercial and research applications are beginning to use it extensively. However the errors made by recognizers can be quite costly, and this is increasingly becoming a focus for researchers. We present a survey of existing error correction Techniques in the user interface. These mediation Techniques most commonly fall into one of two strategies, repetition and choice. Based on the needs uncovered by this survey, we have developed OOPS, a toolkit that supports resolution of input ambiguity through mediation. This paper describes four new Interaction Techniques built using OOPS, and the toolkit mechanisms required to build them. These Interaction Techniques each address problems not directly handled by standard approaches to mediation, and can all be re-used in a variety of settings.

  • SIGGRAPH Courses - Interaction Techniques for ambiguity resolution in recognition-based interfaces
    ACM SIGGRAPH 2006 Courses on - SIGGRAPH '06, 2006
    Co-Authors: Jennifer Mankoff, Scott E Hudson, Gregory D Abowd
    Abstract:

    Because of its promise of natural Interaction, recognition is coming into its own as a mainstream technology for use with computers. Both commercial and research applications are beginning to use it extensively. However the errors made by recognizers can be quite costly, and this is increasingly becoming a focus for researchers. We present a survey of existing error correction Techniques in the user interface. These mediation Techniques most commonly fall into one of two strategies, repetition and choice. Based on the needs uncovered by this survey, we have developed OOPS, a toolkit that supports resolution of input ambiguity through mediation. This paper describes four new Interaction Techniques built using OOPS, and the toolkit mechanisms required to build them. These Interaction Techniques each address problems not directly handled by standard approaches to mediation, and can all be re-used in a variety of settings.

J. Herling - One of the best experts on this subject based on the ideXlab platform.

  • HCI (13) - Supporting Reusability of VR and AR Interface Elements and Interaction Techniques
    Lecture Notes in Computer Science, 2009
    Co-Authors: Wolfgang Broll, J. Herling
    Abstract:

    In contrast to 2D environments which apply well established user interface elements and generally accepted Interaction Techniques, VR and AR applications typically provide rather individual and specific realizations. This often leads to inconsistent user interfaces and a long and cumbersome development process. In this paper we show how we extended our approach on modeling VR and AR interface elements and Interaction Techniques represented by Interaction and behavior objects by some simple yet powerful mechanisms: modules, templates, and inheritance. We will also show how specific examples could benefit from that approach.

  • 3DUI - Interactive Bits: Prototyping of Mixed Reality Applications and Interaction Techniques through Visual Programming
    2008 IEEE Symposium on 3D User Interfaces, 2008
    Co-Authors: Wolfgang Broll, J. Herling, Lisa Blum
    Abstract:

    The development of mixed reality (MR) applications typically requires a substantial amount of effort and programming skills. This is due to the fact that no standard interfaces and devices exist. Therefore, user interface elements and Interaction Techniques typically have to be implemented individually. In this paper we present our approach for supporting the development of mixed reality applications and Interaction Techniques using the concept of interactive bits. We developed this via a component-based approach allowing for modeling Interaction Techniques, object behaviors, virtual devices through to entire MR applications. We show how this process can be significantly enhanced by using a visual programming environment. Finally we present a set of typical examples demonstrating the potential of the approach.

Benoît Macq - One of the best experts on this subject based on the ideXlab platform.

  • A Framework to Develop VR Interaction Techniques Based on OpenInterface and AFreeCA
    2011
    Co-Authors: Diego Martinez, J-y. Lawson, José P. Molina, Arturo S. García, Arturo García, Jean Vanderdonckt, Pascual González, José Molina, Benoît Macq
    Abstract:

    Implementing appropriate Interaction for Virtual Reality (VR) applications is one of the most challenging tasks that a developer has to face. This challenge is due to both technical and theoretical factors. First, from a technical point of view, the developer does not only have to deal with non-standard devices, he has to facilitate their use in a parallel a coordinated way, interweaving the fields of 3D and multimodal Interaction. Secondly, from a theoretical point of view, he has to design the Interaction almost from scratch, as a standard set of Interaction Techniques and interactive tasks has not been identified. All these factors are reflected in the absence of appropriate tools to implement VR Interaction Techniques. In this paper, some existing tools that aim at the development of VR Interaction Techniques are studied, analysing their strengths and, more specifically, their shortcomings, such as the difficulties to integrate them with any VR platform or their absence of a strong conceptual background. Following that, a framework to implement VR Interaction Techniques is described that provides the required support for multimodal Interaction and, also, uses experience gained from the study of the former tools to avoid previous mistakes. Finally, the usage of the resulting framework is illustrated with the development of the Interaction Techniques of a sample application.

  • INTERACT (3) - A framework to develop VR Interaction Techniques based on openinterface and AFreeCA
    Human-Computer Interaction – INTERACT 2011, 2011
    Co-Authors: Diego Martinez, J-y. Lawson, José P. Molina, Arturo S. García, Jean Vanderdonckt, Pascual González, Benoît Macq
    Abstract:

    Implementing appropriate Interaction for Virtual Reality (VR) applications is one of the most challenging tasks that a developer has to face. This challenge is due to both technical and theoretical factors. First, from a technical point of view, the developer does not only have to deal with nonstandard devices, he has to facilitate their use in a parallel a coordinated way, interweaving the fields of 3D and multimodal Interaction. Secondly, from a theoretical point of view, he has to design the Interaction almost from scratch, as a standard set of Interaction Techniques and interactive tasks has not been identified. All these factors are reflected in the absence of appropriate tools to implement VR Interaction Techniques. In this paper, some existing tools that aim at the development of VR Interaction Techniques are studied, analysing their strengths and, more specifically, their shortcomings, such as the difficulties to integrate them with any VR platform or their absence of a strong conceptual background. Following that, a framework to implement VR Interaction Techniques is described that provides the required support for multimodal Interaction and, also, uses experience gained from the study of the former tools to avoid previous mistakes. Finally, the usage of the resulting framework is illustrated with the development of the Interaction Techniques of a sample application.

Wolfgang Broll - One of the best experts on this subject based on the ideXlab platform.

  • HCI (13) - Supporting Reusability of VR and AR Interface Elements and Interaction Techniques
    Lecture Notes in Computer Science, 2009
    Co-Authors: Wolfgang Broll, J. Herling
    Abstract:

    In contrast to 2D environments which apply well established user interface elements and generally accepted Interaction Techniques, VR and AR applications typically provide rather individual and specific realizations. This often leads to inconsistent user interfaces and a long and cumbersome development process. In this paper we show how we extended our approach on modeling VR and AR interface elements and Interaction Techniques represented by Interaction and behavior objects by some simple yet powerful mechanisms: modules, templates, and inheritance. We will also show how specific examples could benefit from that approach.

  • 3DUI - Interactive Bits: Prototyping of Mixed Reality Applications and Interaction Techniques through Visual Programming
    2008 IEEE Symposium on 3D User Interfaces, 2008
    Co-Authors: Wolfgang Broll, J. Herling, Lisa Blum
    Abstract:

    The development of mixed reality (MR) applications typically requires a substantial amount of effort and programming skills. This is due to the fact that no standard interfaces and devices exist. Therefore, user interface elements and Interaction Techniques typically have to be implemented individually. In this paper we present our approach for supporting the development of mixed reality applications and Interaction Techniques using the concept of interactive bits. We developed this via a component-based approach allowing for modeling Interaction Techniques, object behaviors, virtual devices through to entire MR applications. We show how this process can be significantly enhanced by using a visual programming environment. Finally we present a set of typical examples demonstrating the potential of the approach.