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A Haptic Fish Tank Virtual Reality System for Interaction with Scientific Data
Published in Philip D. Bust, Contemporary Ergonomics 2006, 2020
In this paper we describe a haptic representation of volumetric data in a Fish Tank virtual reality (VR) system for interactive visualization. Volume rendering is a powerful tool for visualizing scientific data. However, only visual representation of volumetric data on a traditional 3D desktop system or even an immersive VR system is still hard to comprehend the inside structure because of data complexity, occlusion and lack of rich depth cues. The haptic Fish Tank VR system that we present uses a pair of active stereoscopic shutter glasses to provide the 3D displays, a head tracker to provide the motion parallax. It also allows a user to feel inside the volumetric data by interacting with a haptic device (a robot arm) through a stylus in real time. The haptic device provides active force feedback that enhances the 3D interaction by coupling itself with visual feedback.
Motion–Display Gain: A New Control–Display Mapping Reflecting Natural Human Pointing Gesture to Enhance Interaction with Large Displays at a Distance
Published in International Journal of Human–Computer Interaction, 2019
Heejin Kim, Seungjae Oh, Sung H. Han, Min K. Chung
As large displays become increasingly common, developing interaction methods suitable for them is becoming important (Jota, Nacenta, Jorge, Carpendale, & Greenberg, 2010; König, 2010). When interacting with large screens, mid-air interaction (3D interaction) at a distance, which occurs in 3D space, is suitable because users can exploit the large size of the screen and can have the freedom to move around in front of the display (Kopper, 2011). A large amount of research has been conducted concerning 3D interfaces (Keijser, Carpendale, Hancock, & Isenberg, 2007) such as 3D interaction metaphors (Poupyrev & Kruiff, 2000), 3D input devices (Zhai, 1998), and 3D displays (Grossman & Balakrishnan, 2006; Swindells et al., 2004). Although research about 3D interaction is ongoing and improvements continue to be made, 3D interaction is still difficult, and developing effective 3D interfaces is challenging (Keijser, 2007). Users suffer from low level of accuracy and control (Frees, Kessler, & Kay, 2007; Trusted Review, 2013), and from arm fatigue (Kang, Choi, Kwon, & Chung, 2013) when they experience 3D interaction. To be widely and effectively used, the usability of 3D interaction should be improved.