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Design and evaluation of 3D interaction techniques for single and multi-user displays

Başlık çevirisi mevcut değil.

  1. Tez No: 403071
  2. Yazar: KASIM ÖZACAR
  3. Danışmanlar: PROF. YOSHIFUMI KITAMURA
  4. Tez Türü: Doktora
  5. Konular: Elektrik ve Elektronik Mühendisliği, Electrical and Electronics Engineering
  6. Anahtar Kelimeler: Belirtilmemiş.
  7. Yıl: 2016
  8. Dil: İngilizce
  9. Üniversite: Tohoku University
  10. Enstitü: Yurtdışı Enstitü
  11. Ana Bilim Dalı: Belirtilmemiş.
  12. Bilim Dalı: Belirtilmemiş.
  13. Sayfa Sayısı: 168

Özet

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Özet (Çeviri)

There has been growing increasingly attention in interactive displays technologies from a wide range of fields such as entertainment, visualization, education, industrial design, and so on. Forms of displays can vary, ranging from 2D to 3D, each can also vary according to intended use such as for single and multi-user interaction. Furthermore, motion tracking systems with various approaches such as optical, inertial and magnetic trackers, provide users with mid-air input. Such systems ranges from tracking a rooms-size volume to tracking finger/hand, making such displays interactive in any forms, and enable users to interact through mid-air. While these technologies provide a wide range of design possibilities, designing relevant 3D mid-air interfaces is still challenging due to substantial dependencies regarding displays and tracking systems. In this dissertation, I focus on 3D interaction issues with single and multiuser displays for three widespread settings: personal, collaborative, and publicexhibited displays. Recent head-mounted displays (HMDs), one of the most popular personal 3D display, are compact and particularly utilized in mobile settings; however, their major drawback is lack of powerful mid-air interaction techniques with spatial objects due to intrinsic problems of their low-cost built-in trackers. Therefore, I first investigated these trackers, addressed these problems, and designed promising 3D selection techniques for HMDs with their built-in trackers. Second, collaborative 3D displays such as holographic and perceptively-corrected 3D stereo displays allow multiple users to share and manipulate displayed content through various modalities for collaborative design, entertainment, and data exploration while maintaining face-to-face formation. I utilized IllusionHole as a feasible multi-user collaborative 3D display providing distortion-free, sharable, directly accessible stereoscopic views for multiple users around its tables-shape enclosure, and aimed to propose mid-air interaction techniques with shared 3D objects in collaborative tasks. The third exploration is on public-exhibited displays that have been increasingly deployed in various (semi-) public spaces for single and/or multi-user interaction, including galleries, schools and shopping centers. While motion-tracking technologies make these displays interactive and ready for public deployment, 3D mid-air interaction with such displays is still challenging due to novelty of the such interaction, which makes unclear to passers-by around the public display how to perform interaction. The first exploration was on issues related HMDs. I proposed GyroWand in which accessible inertial measurement unit (IMU) sensing is utilized to bring raycasting selection techniques into mobile AR/VR, by addressing a number of challenges, such as identifying the source of ray and the ability to disambiguate the selection. Result of a series of studies suggests that using built-in IMU alone is a suitably good approach to adopt raycasting for 3D object selection in HMDs. After that, an empirical study was conducted to offer general insights of 3D mid-air interaction techniques using built-in sensors in HMDs (i.e. gesture trackers, gaze tracking) where five promising selection techniques including GyroWand are validated. Results showed that IMU-based head controlled raycasting significantly assists 3D selection interaction for speed and user preferences. The second work was regarding collaborative 3D displays, I newly designed a thin and compact, and flexible IllusionHole using a 3D TV. Also, the directness offered by IllusionHole led to create direct finger-based 3D interfaces, by which multiple viewers can directly point out, select and manipulate shared 3D content from their current point of view around the 3D display. Result of a user study showed that proposed finger-based direct interface provides faster content selection and manipulation than 3D cursor technique. The proposed direct interface also successfully enabled a group of users around IllusionHole to manipulate the virtual form of physical models to remotely contribute to 3D modelling tasks. The third, regarding issues with public-exhibited displays, while touch interaction is common modality for these displays, mid-air interaction has several advantages such as being hygienic, allowing to interact with larger displays, and enabling interaction without come close to display. However, the most important challenge is that lack of design insight on how passers-by start interactions and how they use simple mid-air gesture sets in such displays. I addressed how to design mid-air interface for passers-by around such displays through an interactive game played with simple mid-air gestures in a public space, and collecting mid-air gestures to know how passers-by interact. I also analyzed effect of different types of conditions on interaction performances of passers-by. Results of the study showed that modelling, which demonstrates what movements the passer-by should make, was the most effective and efficient at improving interaction. The primary contributions of this dissertation include a review of 3D displays and 3D mid-air interaction techniques, the implementation of a set of 3D selection and manipulation techniques, the design and evaluation of novel 3D mid-air interfaces for single and multi-user displays; and findings from several user studies. This dissertation offers deep insights on various 3D interaction techniques for these common types of displays, and a new basis for research into interaction techniques in 3D AR and VR.

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