2016
DOI: 10.1177/1478077116638921
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Hyve-3D and the 3D Cursor: Architectural co-design with freedom in Virtual Reality

Abstract: IntroductionThe mouse, based on the two-dimensional (2D) x-y coordinate system, was adopted as the standard input model for graphical interaction. Planar and pen/tablet-based interactions and multi-touch interfaces, which are similarly 2D, are commonly used by three-dimensional (3D) design software. These models of interaction increase the complexity of the Graphical User Interface (GUI) and make it difficult to design and interact within the 3D space. Also, they only provide a window of the 3D content, making… Show more

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Cited by 66 publications
(30 citation statements)
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References 22 publications
(27 reference statements)
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“…For many years, researchers, who are dedicated to finding out how digital instruments can improve architecture education, have made significant contributions to the current willingness for architecture education being viable online. Studies include the impact of VR and digital instruments in design creativity (Alvarado and Maver, 1999 ; Oxman, 2008 ; Celani, 2012 ; Shih et al, 2017 ; Coppens et al, 2018 ), design representation (Indraprastha and Shinozaki, 2009 ; Pelosi, 2010 ; Felbrich et al, 2018 ) and design communication (Dorta et al, 2016a , b ; Schnabel et al, 2016 ). The recent research aggregate interest in examining student-centered and user-oriented approaches through qualitative (Kreutzberg, 2014 ; Gül and Kilimci, 2017 ) and quantitative methods (Wang et al, 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…For many years, researchers, who are dedicated to finding out how digital instruments can improve architecture education, have made significant contributions to the current willingness for architecture education being viable online. Studies include the impact of VR and digital instruments in design creativity (Alvarado and Maver, 1999 ; Oxman, 2008 ; Celani, 2012 ; Shih et al, 2017 ; Coppens et al, 2018 ), design representation (Indraprastha and Shinozaki, 2009 ; Pelosi, 2010 ; Felbrich et al, 2018 ) and design communication (Dorta et al, 2016a , b ; Schnabel et al, 2016 ). The recent research aggregate interest in examining student-centered and user-oriented approaches through qualitative (Kreutzberg, 2014 ; Gül and Kilimci, 2017 ) and quantitative methods (Wang et al, 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…For example, outside of VR, Müller et al [75] investigated the use of touch and mid-air interaction on public displays, Hilliges et al [46] studied tabletop settings. Several researchers have proposed to use handheld touchscreens in spatial user interfaces for tasks such as sketching, ideation and modeling (e.g., [3,23,25,33,48,91]), navigation of volumetric data [106], 3D data exploration [65] and system control [10]. Spatial manipulation has mostly been studied in single-user settings (e.g., [5,51,63,68,74,111,112]) but also in collaborative settings [35].…”
Section: Spatial Interactionmentioning
confidence: 99%
“…Plusieurs travaux ont tout de même permis d'amener des capacités d'annotation et d'esquisse dans un contexte VR ; certains de ces travaux visant clairement les pratiques architecturales, comme Hyve-3D (Dorta et al, 2016) qui permet de tracer des traits via un curseur 3D contrôlé par une tablette. Ces travaux amènent donc de l'interaction en immersion, typiquement durant la phase conceptuelle d'un projet.…”
Section: Contexte De La Recherche 21 Immersion Et Architectureunclassified