Proceedings of the 2nd ACM Symposium on Spatial User Interaction 2014
DOI: 10.1145/2659766.2659780
|View full text |Cite
|
Sign up to set email alerts
|

Making VR work

Abstract: Building a real-world immersive 3D modeling application is hard. In spite of the many supposed advantages of working in the virtual world, users quickly tire of waving their arms about and the resulting models remain simplistic at best. The dream of creation at the speed of thought has largely remained unfulfilled due to numerous factors such as the lack of suitable menu and system controls, inability to perform precise manipulations, lack of numeric input, challenges with ergonomics, and difficulties with mai… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2015
2015
2024
2024

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 27 publications
(4 citation statements)
references
References 19 publications
(16 reference statements)
0
4
0
Order By: Relevance
“…The whole laboratory environment is illustrated in Figure 1. By incorporating the complete laboratory setting, we aim to simulate a realistic and immersive learning environment, enhancing the overall educational experience [29]. Additionally, the inclusion of the entire laboratory environment allows for a comprehensive analysis of how VR technology can be seamlessly integrated into traditional educational settings, offering insights into its potential impact on students' engagement and learning outcomes [30].…”
Section: B Virtual Reality Software: Unitymentioning
confidence: 99%
“…The whole laboratory environment is illustrated in Figure 1. By incorporating the complete laboratory setting, we aim to simulate a realistic and immersive learning environment, enhancing the overall educational experience [29]. Additionally, the inclusion of the entire laboratory environment allows for a comprehensive analysis of how VR technology can be seamlessly integrated into traditional educational settings, offering insights into its potential impact on students' engagement and learning outcomes [30].…”
Section: B Virtual Reality Software: Unitymentioning
confidence: 99%
“…viewing content which requires constant and rapid changes in gaze orientation, compared to content which is stable or whose orientation or position is physically manipulated by the user (e.g. reading a book, or physically grabbing and moving the world [47]). Thus, careful consideration must be given as to what particular form of motion conflict is examined, and how it is physically enacted.…”
Section: Vection and Visually Induced Motion Sickness In Vrmentioning
confidence: 99%
“…Mobile devices offer a unique combination of computational power, wireless data communication, 3D sensing capabilities, ergonomic manipulability, and multi-touch input mechanisms. Although mobile devices have been previously explored as spatial controllers for several virtual applications [2,22], inertial position tracking is impractical without adding additional hardware [17]. Here, the multi-touch capability of phones and tablets provides additional affordances for both direct and indirect manipulations of the virtual objects.…”
Section: Introductionmentioning
confidence: 99%
“…However, their work was more focused on demonstrating general interactions for modeling scenarios rather than exploring a concrete design work-flow for shape composition. Mine et al [17] described and discussed an immersive adaptation of the SketchUp application using a tracked smartphone in a CAVE setting. Our work differs from these works in two ways: (a) our intention is to support quick creative compositions with actual 3D surfaces in contrast to [29,28,15] and (b) our system does not use any additional hardware or vision based method for explicit position tracking (such as in [27,14,17]).…”
Section: Introductionmentioning
confidence: 99%