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X-person asymmetric interaction in virtual and augmented realities
Computer Animation and Virtual Worlds ( IF 0.9 ) Pub Date : 2020-12-01 , DOI: 10.1002/cav.1985
Yunsik Cho 1 , Jiewon Kang 1 , Jaekyung Jeon 1 , Jongchan Park 1 , Mingyu Kim 2 , Jinmo Kim 1
Affiliation  

This study proposes simple, highly immersive x-person asymmetric interactions that account for the experience type characteristics of asymmetric virtual environments, jointly experienced by virtual reality (VR) users and augmented reality (AR) users. The first person interactions for VR users are performed through the use of hand gestures, and they define a manipulation process that maps the gestures and object control scheme to provide intuitive interactions with the virtual environment and objects. The third person interaction for AR users is designed to view the overall virtual scene and recognize and judge situations to allow for intuitive communication and interactions among the virtual environment, objects, and users based on a touch interface. The core goal of this process is to provide all users who participate in asymmetric virtual environments with satisfying experiences and presence through individualized experience modes and roles. To this end, an application that uses the x-person asymmetric interactions was created. Furthermore, a survey experiment is performed to statistically analyze the interactions and verify that they provided users with a satisfactory experience, that is, a satisfactory sense of presence and social presence in each user's situation.

中文翻译:

虚拟和增强现实中的 X 人非对称交互

这项研究提出了简单、高度身临其境的 x 人非对称交互,这些交互解释了非对称虚拟环境的体验类型特征,由虚拟现实 (VR) 用户和增强现实 (AR) 用户共同体验。VR 用户的第一人称交互是通过使用手势来执行的,他们定义了一个映射手势和对象控制方案的操作过程,以提供与虚拟环境和对象的直观交互。AR用户的第三人称交互旨在查看整个虚拟场景并识别和判断情况,以允许基于触摸界面的虚拟环境、对象和用户之间进行直观的交流和交互。这个过程的核心目标是通过个性化的体验模式和角色,为所有参与非对称虚拟环境的用户提供令人满意的体验和临场感。为此,创建了一个使用 x 人非对称交互的应用程序。此外,进行调查实验以统计分析交互并验证它们为用户提供了令人满意的体验,即在每个用户的情况下令人满意的临场感和社交临场感。
更新日期:2020-12-01
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