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3D Interaction Techniques

Virtual reality (VR) is an interactive computer-generated experience that immerses the user in a simulated environment. Current VR uses headsets or multi-projected environments to generate realistic images and sounds that simulate the user's physical presence. VR is commonly used for entertainment like gaming and films, but also has applications in robotics, education, medicine, art, and more. It provides opportunities for training and exposure to dangerous or expensive environments without physical risk. However, evidence of its effectiveness compared to other methods is still lacking in some fields like rehabilitation.
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0% found this document useful (0 votes)
82 views

3D Interaction Techniques

Virtual reality (VR) is an interactive computer-generated experience that immerses the user in a simulated environment. Current VR uses headsets or multi-projected environments to generate realistic images and sounds that simulate the user's physical presence. VR is commonly used for entertainment like gaming and films, but also has applications in robotics, education, medicine, art, and more. It provides opportunities for training and exposure to dangerous or expensive environments without physical risk. However, evidence of its effectiveness compared to other methods is still lacking in some fields like rehabilitation.
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3D interaction

In computing, 3D interaction is a form of human-machine interaction where users are able to move
and perform interaction in 3D space. Both human and machine process information where the
physical position of elements in the 3D space is relevant.
The 3D space used for interaction can be the real physical space, a virtual space representation
simulated in the computer, or a combination of both. When the real space is used for data input,
humans perform actions or give commands to the machine using an input device that detects the 3D
position of the human action. When it is used for data output, the simulated 3D virtual scene is
projected onto the real environment through one output device or a combination of them.

Input devices
Input devices are instruments used to manipulate objects, and send control instructions to the
computer system. They vary in terms of degrees of freedom available to them and can be classified
into standard input devices, trackers, control devices, navigation equipment, and gesture interfaces.
Standard input devices include keyboards, pen-based tablets and stylus, joysticks, and 2D mice.
Nonetheless, many studies have questioned the appropriateness of desktop interface components
for 3D interaction[ though this is still debated.
Trackers detect or monitor head, hand or body movements and send that information to the
computer. The computer then translates it and ensures that position and orientation are reflected
accurately in the virtual world. Tracking is important in presenting the correct viewpoint, coordinating
the spatial and sound information presented to users as well the tasks or functions that they could
perform. 3D trackers have been identified as mechanical, magnetic, ultrasonic, optical, and hybrid
inertial. Examples of trackers include motion trackers, eye trackers, and data gloves.
A simple 2D mouse may be considered a navigation device if it allows the user to move to a different
location in a virtual 3D space. Navigation devices such as the treadmill and bicycle make use of the
natural ways that humans travel in the real world. Treadmills simulate walking or running and
bicycles or similar type equipment simulate vehicular travel. In the case of navigation devices, the
information passed on to the machine is the user's location and movements in virtual space.
Wired gloves and bodysuits allow gestural interaction to occur. These send hand or body position
and movement information to the computer using sensors.

Output devices
Output devices allow the machine to provide information or feedback to the user. They include visual
displays, auditory displays, and haptic displays. Visual displays provide feedback to users in 3D
visual form. Virtual reality headsets and CAVEs (Cave Automatic Virtual Environment) are examples
of a fully immersive visual display, where the user can see only the virtual world and not the real
world. Semi-immersive displays allow users to see both. Monitors and workbenches are examples of
semi-immersive displays. Auditory displays provide information in auditory form. This is especially
useful when supplying location and spatial information to the users. Adding background audio
component to a display adds to the sense of realism. Haptic displays send tactile feedback or feeling
back to the user.

3D interaction techniques
3D interaction techniques are methods used in order to execute different types of task in 3D space.
Techniques are classified according to the tasks that they support.

Selection and manipulation


Users need to be able to manipulate virtual objects. Manipulation tasks involve selecting and moving
an object. Sometimes, rotation of the object is involved as well. Direct-hand manipulation is the most
natural technique because manipulating physical objects with the hand is intuitive for humans.
However, this is not always possible. A virtual hand that can select and re-locate virtual objects will
work as well.
3D widgets can be used to put controls on objects: these are usually called 3D
Gizmos or Manipulators (a good example are the ones from Blender). Users can employ these to
re-locate, re-scale or re-orient an object (Translate, Scale, Rotate).
Other techniques include the Go-Go technique and ray casting, where a virtual ray is used to point
to, and select and object.

Virtual reality (VR)

Virtual reality (VR) is an


interactive computer-generated experience
taking place within simulated environment.
It incorporates mainly auditory and visual
feedback, but may also allow other types
of sensory feedback like haptic. This
immersive environment can be similar to
the real world it can be
fantastical. Augmented reality systems may
also be considered a form of VR that layers
virtual information over a live camera feed
into a headset or through a smartphone or
tablet device giving the user the ability to
view three-dimensional images.
Current VR technology most commonly
uses virtual reality headsets or multi-
projected environments, sometimes in combination with physical environments or props, to generate
realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or
imaginary environment. A person using virtual reality equipment is able to "look around" the artificial
world, move around in it, and interact with virtual features or items. The effect is commonly created by
VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can
also be created through specially designed rooms with multiple large screens.
VR systems that include transmission of vibrations and other sensations to the user through a game
controller or other devices are known as haptic systems. This tactile information is generally known
as force feedback video gaming and training applications.
Applications
VR is most commonly used in entertainment applications such as gaming and 3D cinema.
Consumer virtual reality headsets were first released by video game companies in the early-mid
1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by
Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application
development. 3D cinema has been used for sporting events, pornography, fine art, music videos and
short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match
visual effects with haptic feedback
In robotics, virtual reality has been used to control robots in telepresence and telerobotic systems. It
has been used in robotics development. For example, in experiments that investigate how robots—
through virtual articulations—can be applied as an intuitive human user interface. Another example
is the use of robots that are remotely controlled in dangerous environments such as space. Here,
virtual reality not only offers insights into the manipulation and locomotion of robotic technology but
also shows opportunities for inspection.
In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate
interactions in a controlled environment. It can be used as a form of therapeutic intervention. For
instance, there is the case of the virtual reality exposure therapy (VRET), a form of exposure
therapy for treating anxiety disorders such as post traumatic stress disorder (PTSD) and phobias.
In medicine, simulated VR surgical environments - under the supervision of experts - can provide
effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as
they occur.
Virtual reality has been used in rehabilitation since the 2000s. Despite numerous studies conducted,
good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated
and expensive equipment is lacking for the treatment of Parkinson's disease. A 2018 review on the
effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a
similar way. Another study was conducted that showed the potential for VR to promote mimicry and
revealed the difference between neurotypical and autism spectrum disorder individuals in their
response to a two-dimensional avatar.
VR can simulate real workspaces for workplace occupational safety and health purposes,
educational purposes, and training purposes. It can be used to provide learners with a virtual
environment where they can develop their skills without the real-world consequences of failing. It has
been used and studied in primary education, military, astronaut training, flight simulators, miner
training, driver training and bridge inspection. Immersive VR engineering systems enable engineers
to see virtual prototypes prior to the availability of any physical prototypes. Supplementing training
with virtual training environments has been claimed to offer avenues of realism in military and
healthcare training while minimizing cost. It also has been claimed to reduce military training costs
by minimizing the amounts of ammunition expended during training periods.
The first fine art virtual world was created in the 1970s. As the technology developed, more artistic
programs were produced throughout the 1990s, including feature films. When commercially
available technology became more widespread, VR festivals began to emerge in the mid-2010s. The
first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-
2010s. Additionally, museums have begun making some of their content virtual reality accessible.
Virtual reality's growing market presents an opportunity and an alternative channel for digital
marketing. It is also seen as a new platform for e-commerce, particularly in the bid to challenge
traditional brick and mortar retailers. However, a 2018 study revealed that the majority of goods are
still purchased in physical stores.

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