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An asymmetric 2D Pointer/3D Ray for 3D interaction within collaborative virtual environments

Published: 16 June 2009 Publication History

Abstract

In this paper we present a new metaphor for interaction within Collaborative Virtual Environments (CVE). This metaphor is dedicated to non-immersive or semi-immersive 3D interactions, for which users cannot afford to buy expensive devices neither for 3D visualization of their virtual environment nor for interaction. With these low-cost restrictions, we think that it is more effective to use basic 2D metaphors rather than to try to adapt 3D virtual metaphors which would be more difficult to use because of the poor immersion level offered by such systems.
The problem that will arise within a CVE is that it is difficult to make a user aware of the 2D metaphors used by another user, because they are not associated with a 3D virtual object of the shared universe. So our idea is to provide to a user a 3D virtual ray (using ray-casting for object selection) that would act like a 2D pointer on the screen, allowing the user to only control the 2D position of the closest ray end, and calculating the orientation of the ray so that its projection on the screen would always be a point. This way, since the user is controlling a 3D virtual ray, the other users can be made aware of his activity.
To test the efficiency of this 2D Pointer / 3D Ray, we have made some experiments making users compare different devices to realize some simple selection and manipulation tasks. The results show that this kind of 2D solution is efficient and allows 3D interaction within Virtual Environments by people who cannot afford expensive immersive hardware. This new metaphor allows more users to collaborate within CVE.

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cover image ACM Conferences
Web3D '09: Proceedings of the 14th International Conference on 3D Web Technology
June 2009
201 pages
ISBN:9781605584324
DOI:10.1145/1559764
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 16 June 2009

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Author Tags

  1. 2D pointer
  2. 3D interaction
  3. 3D ray
  4. collaborative virtual environments
  5. ray-casting

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  • (2024)Brushing and Linking for Situated Analytics2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00116(597-603)Online publication date: 16-Mar-2024
  • (2024)Googly Eyes: Exploring Effects of Displaying User’s Eyes Outward on a Virtual Reality Head-Mounted Display on User Experience2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00117(979-989)Online publication date: 16-Mar-2024
  • (2024)Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaborationInteractive Learning Environments10.1080/10494820.2024.2351174(1-31)Online publication date: 14-May-2024
  • (2024)Analysis of Asymmetric VR Games – Steam Platform Case StudyTechnology in Society10.1016/j.techsoc.2024.102673(102673)Online publication date: Jul-2024
  • (2023)AR Presentation of Team Members’ Performance and Inner Status to Their Leader: A Comparative StudyApplied Sciences10.3390/app1401012314:1(123)Online publication date: 22-Dec-2023
  • (2023)XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive ContentIEEE Access10.1109/ACCESS.2023.329439011(71890-71904)Online publication date: 2023
  • (2023)Dual-Gain Mode of Head-Gaze Interaction Improves the Efficiency of Object Positioning in a 3D Virtual EnvironmentInternational Journal of Human–Computer Interaction10.1080/10447318.2023.2223861(1-16)Online publication date: 4-Jul-2023
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  • (2022)DAVE: Deep Learning-Based Asymmetric Virtual Environment for Immersive Experiential Metaverse ContentElectronics10.3390/electronics1116260411:16(2604)Online publication date: 19-Aug-2022
  • (2022)Googly Eyes: Displaying User's Eyes on a Head-Mounted Display for Improved Nonverbal CommunicationExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558348(253-260)Online publication date: 2-Nov-2022
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