Designing Virtual Reality Systems (PDF)
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Virtual Reality (VR) is a field of study that aims to create a system that provides a synthetic experience for its users. Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many different disciplines, such as sensing and tracking technologies, stereoscopic displays, multimodal interaction and processing, computer graphics and geometric modeling, dynamics and physical simulation, performance tuning, etc. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.
Designing Virtual Reality Systems is organized in such a way that it follows a spiral development process, and for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books to virtual reality, this book provides concrete examples and practical solutions to the technical challenges in building a VR system by following a specific development methodology, instead of solely explaining the high level concepts.
Part 1 covers the very basics in building a VR system in a systematic way and explains various technical issues in object modeling and scene organization. Part 2 dives into the core of virtual reality dealing with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduate students, advanced undergraduate students and IT professionals will also find this unique and reader-friendly book a valuable guide.
3D Multimodal Interaction Design (p. 122)
Why Go 3D Multimodal? One of the goals and ways to realize virtual reality is through using 3D multimodal interfaces. Unlike the usual desktop interaction in which we use the mouse and keyboard to click and type on a small 2D canvas to carry out various tasks, three dimensions and multimodality are important for virtual reality because humans do live and operate in a three-dimensional world employing various sensory and motor organs. Thus, it is fair to assume that 3D multimodal interfaces will be natural for human users for many tasks, as they leverage the motor and sensory skills that we use every day.
This does not mean that 3D multimodal interfaces will always be better than the traditional desktop 2D interface. Equally, there might be tasks that are best accomplished in a seemingly unnatural way. The way humans carry out tasks in the real world may be assumed to be natural, but bounded by various physical constraints. In the virtual world, where operating constraints are different, the physical constraints of the real world may be nullified to some extent. Only human ergonomics would constrain the interaction design. That is, it may be possible, for certain tasks, to devise magical interaction methods that are only possible in the virtual world, yet more efficient. Humans, with their great adaptive capability can often quickly learn such new interfaces.
Thus, naturalness is not a necessary condition for interaction efficiency. However, natural and ergonomic (suited to human evolution) interfaces are generally easy to use and learn. It has also been suggested that natural or ergonomically designed interactions contribute to a higher sense of presence. Badly designed interaction models and interfaces cause distractions and fatigue to the user, and lower the sense of presence. 3D multimodal interaction design is further complicated by the fact that the devices and
The key to a good interaction design is to carefully model the given task, and propose a set of interfaces that satisfice the multidimensional criteria of presence, naturalness, and efficiency. As with any design, interaction design also goes through the iterative phases of synthesis/modification and evaluation, for the lack of established design methodology (compared to the maturity for the 2D interface counterpart). This is partly because the sensor and display technologies (and their cost) are continually changing and the goals of interaction design are often conflicting. Moreover, the evaluation criteria are often loosely defined.
Although for interaction efficiency, quantitative measures of task performance such as the completion time and error rate can be used, presence, user preference, and naturalness are quite subjective, and correct evaluation of interaction design with respect to these subjective criteria would ideally require a usability experiment with a large number of subjects. This is often practically an impossible thing to do in an iterative design process. There is no complete established methodology in 3D multimodal interaction design, however, a few guidelines from prior and ongoing research do exist [Bow05] and they can be applied effectively to reduce the trial-and-error cycles and overcome the dependence on sole experience.
- Autor: Gerard Kim
- 2007, 2005, 233 Seiten, Englisch
- Verlag: Springer-Verlag GmbH
- ISBN-10: 1846282306
- ISBN-13: 9781846282300
- Erscheinungsdatum: 04.01.2007
Abhängig von Bildschirmgröße und eingestellter Schriftgröße kann die Seitenzahl auf Ihrem Lesegerät variieren.
- Dateiformat: PDF
- Größe: 10 MB
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