Academic literature on the topic 'Immersive interaction'

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Journal articles on the topic "Immersive interaction"

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Kim, Mi Jeong, So Yun Park, and Xiangyu Wang. "A Conceptual Framework of Immersive Shared Environments Emphasizing Social Interaction." International Journal of Architectural Research: ArchNet-IJAR 9, no. 3 (November 27, 2015): 45. http://dx.doi.org/10.26687/archnet-ijar.v9i3.764.

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The effectiveness of visual displays has often been linked to the sense of presence embodied by immersive visualization. However, efforts analyzing how presence is associated with multi-users’ quality of communication, including visualization capabilities to assist in architecture, engineering and construction (AEC), are still unfolding. This research is an exploratory study on social interaction, which aims to improve the presentation and communication of complex data through immersive simulation techniques. This paper reviews key concepts such as presence and immersion to identify factors that influence communication in the representative literature. It then introduces the Hub for Immersive Visualization and eResearch (HIVE) with a focus on the technological components. Finally it presents a conceptual framework of immersive shared environment, which enables multi-users to understand how to implement social interaction in a system efficiently or to determine whether a visualization system could support communication effectively. Future studies to validate the proposed framework are discussed, particularly in the context of cognitive factors in a shared environment.
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Kronqvist, Aila, Jussi Jokinen, and Rebekah Rousi. "Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices." Advances in Human-Computer Interaction 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/2937632.

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Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.
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Tcha-Tokey, Katy, Olivier Christmann, Emilie Loup-Escande, Guillaume Loup, and Simon Richir. "Towards a Model of User Experience in Immersive Virtual Environments." Advances in Human-Computer Interaction 2018 (September 12, 2018): 1–10. http://dx.doi.org/10.1155/2018/7827286.

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There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).
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FRICKER, Pia. "VIRTUAL REALITY FOR IMMERSIVE DATA INTERACTION." Landscape Architecture Frontiers 7, no. 2 (2019): 153. http://dx.doi.org/10.15302/j-laf-20190216.

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Agius, Harry, and Damon Daylamani-Zad. "Guest editorial: Interaction in immersive experiences." Multimedia Tools and Applications 80, no. 20 (August 2021): 30939–42. http://dx.doi.org/10.1007/s11042-021-11306-z.

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Newbury, Rhys, Kadek Ananta Satriadi, Jesse Bolton, Jiazhou Liu, Maxime Cordeil, Arnaud Prouzeau, and Bernhard Jenny. "Embodied gesture interaction for immersive maps." Cartography and Geographic Information Science 48, no. 5 (June 15, 2021): 417–31. http://dx.doi.org/10.1080/15230406.2021.1929492.

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Bendeck Soto, Juan Habib, Diana Carolina Toro Ocampo, Lued Del Carmen Beltrán Colon, and Alejandro Valencia Oropesa. "Perceptions of ImmerseMe Virtual Reality Platform to Improve English Communicative Skills in Higher Education." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 07 (May 6, 2020): 4. http://dx.doi.org/10.3991/ijim.v14i07.12181.

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The main objective of this project was to evaluate the impact of the application of the virtual reality platform ImmerseMe as an empowering and innovative tool for learning English in a private university, as well as evaluating its possible future implementation in a private university in Medellín. It was applied in speaking activities to measure and evaluate the level of speaking of students from levels 1 to 3, as a pilot test for the use of immersive virtual reality within the thematic units currently designed from the department of foreign languages and cultures. The findings of the study showed that an immersive VR platform like this one is ideal to enhance the different skills of English as a foreign language (EFL) from an immersive focus considering different contexts and thinking of the development of communicative skills and interaction with native speakers in higher education. The recommendations given are for teachers and students’ participation and motivation for its implementation contemplating the cost and the multiple advantages of immersing students in a second language virtual environment.
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Kyriakou, Marios, Xueni Pan, and Yiorgos Chrysanthou. "Interaction with virtual crowd in Immersive and semi-Immersive Virtual Reality systems." Computer Animation and Virtual Worlds 28, no. 5 (August 15, 2016): e1729. http://dx.doi.org/10.1002/cav.1729.

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Boulic, Ronan. "Presence Through Fullbodied Interactions Overview of research activities at the Immersive Interaction Group." Journal on Interactive Systems 2, no. 2 (November 16, 2011): 1. http://dx.doi.org/10.5753/jis.2011.570.

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J, Divya Udayan. "Gesture Based Interaction in Immersive Virtual Reality." Engineering and Scientific International Journal 07, no. 02 (June 4, 2020): 52–56. http://dx.doi.org/10.30726/esij/v7.i2.2020.72011.

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Dissertations / Theses on the topic "Immersive interaction"

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Steed, Anthony James. "Defining interaction within immersive virtual environments." Thesis, Online version, 1996. http://ethos.bl.uk/OrderDetails.do?did=1&uin=uk.bl.ethos.243940.

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Bierz, Torsten. "Intuitive interaction for immersive visualization systems." München Verl. Dr. Hut, 2008. http://d-nb.info/989219283/04.

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Pinto, João Henrique Bastos. "Virtual reality environment for immersive walkthroughs and interaction." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/16530.

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Mestrado em Engenharia de Computadores e Telemática
Como solução para visitas virtuais imersivas a museus, propomos uma extensão à plataforma previamente desenvolvida para efectuar a configuração de ambientes virtuais imersivos (pSIVE), mantendo todas as funcionalidades de criação de ambientes virtuais e de associação de conteúdos (PDF, videos, texto), mas também permitindo interações baseadas em gestos e navegação. Para isso, propomos navegação um para um usando rastreamento do esqueleto com uma Kinect que é calibrada no espaço do mundo real em que o utilizador se situa, assim como métodos de interação por gestos. Para validar os métodos propostos de navegação e interação, foi efetuado um estudo comparativo entre a interação e navegação à base de gestos e em botões. Com os resultados desse estudo em mente, desenvolvemos novos métodos de interação com seleção via direção do olhar. A aplicação desenvolvida foi testada num cenário real, como parte de uma instalação artística no museu da cidade de Aveiro, onde os visitantes podiam navegar uma sala virtual do museu e manipular objetos de maneira a criar a sua própria exposição.
Como solução para visitas virtuais imersivas a museus, propomos uma extensão à plataforma previamente desenvolvida para efectuar a configuração de ambientes virtuais imersivos (pSIVE), mantendo todas as funcionalidades de criação de ambientes virtuais e de associação de conteúdos (PDF, videos, texto), mas também permitindo interações baseadas em gestos e navegação. Para isso, propomos navegação um para um usando rastreamento do esqueleto com uma Kinect que é calibrada no espaço do mundo real em que o utilizador se situa, assim como métodos de interação por gestos. Para validar os métodos propostos de navegação e interação, foi efetuado um estudo comparativo entre a interação e navegação à base de gestos e em botões. Com os resultados desse estudo em mente, desenvolvemos novos métodos de interação com seleção via direção do olhar. A aplicação desenvolvida foi testada num cenário real, como parte de uma instalação artística no museu da cidade de Aveiro, onde os visitantes podiam navegar uma sala virtual do museu e manipular objetos de maneira a criar a sua própria exposição.
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Wang, Jia. "Hybrid and Coordinated 3D Interaction in Immersive Virtual Environments." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-dissertations/226.

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Through immersive stereoscopic displays and natural user interfaces, virtual reality (VR) is capable of offering the user a sense of presence in the virtual space, and has been long expected to revolutionize how people interact with virtual content in various application scenarios. However, with many technical challenges solved over the last three decades to bring low cost and high fidelity to VR experiences, we still do not see VR technology used frequently in many seemingly suitable applications. Part of this is due to the lack of expressiveness and efficiency of traditional “simple and reality-based� 3D user interfaces (3DUIs). The challenge is especially obvious when complex interaction tasks with diverse requirements are involved, such as editing virtual objects from multiple scales, angles, perspectives, reference frames, and dimensions. A common approach to overcome such problems is through hybrid user interface (HUI) systems that combine complementary interface elements to leverage their strengths. Based on this method, the first contribution of this dissertation is the proposal of Force Extension, an interaction technique that seamlessly integrates position-controlled touch and rate-controlled force input for efficient multi-touch interaction in virtual environments. Using carefully designed mapping functions, it is capable of offering fluid transitions between the two contexts, as well as simulating shear force input realistically for multi-touch gestures. The second contribution extends the HUI concept into immersive VR by introducing a Hybrid Virtual Environment (HVE) level editing system that combines a tablet and a Head-Mounted Display (HMD). The HVE system improves user performance and experience in complex high-level world editing tasks by using a “World-In-Miniature� and 2D GUI rendered on a multi-touch tablet device to compensate for the interaction limitations of a traditional HMD- and wand-based VR system. The concept of Interaction Context (IC) is introduced to explain the relationship between tablet interaction and the immersive interaction, and four coordination mechanisms are proposed to keep the perceptual, functional, and cognitive flow continuous during IC transitions. To offer intuitive and realistic interaction experiences, most immersive 3DUIs are centered on the user’s virtual avatar, and obey the same physics rules of the real world. However, this design paradigm also employs unnecessary limitations that hinders the performance of certain tasks, such as selecting objects in cluttered space, manipulating objects in six degrees of freedom, and inspecting remote spaces. The third contribution of this dissertation proposes the Object Impersonation technique, which breaks the common assumption that one can only immerse in the VE from a single avatar, and allows the user to impersonate objects in the VE and interact from their perspectives and reference frames. This hybrid solution of avatar- and object-based interaction blurs the line between travel and object selection, creating a unique cross-task interaction experience in the immersive environment. Many traditional 3DUIs in immersive VR use simple and intuitive interaction paradigms derived from real world metaphors. But they can be just as limiting and ineffective as in the real world. Using the coordinated HUI or HVE systems presented in this dissertation, one can benefit from the complementary advantages of multiple heterogeneous interfaces (Force Extension), VE representations (HVE Level Editor), and interaction techniques (Object Impersonation). This advances traditional 3D interaction into the more powerful hybrid space, and allows future VR systems to be applied in more application scenarios to provide not only presence, but also improved productivity in people’s everyday tasks.
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Picon, Flavien. "Interaction haptique pour la conception de formes en CAO immersive." Phd thesis, Université Paris Sud - Paris XI, 2010. http://tel.archives-ouvertes.fr/tel-00596464.

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Les travaux présentés dans cette thèse traitent de l'utilisation de la Réalité Virtuelle (RV) et plus particulièrement du retour d'effort pour améliorer l'interaction dans les applications de Conception Assistée par Ordinateur (CAO). Dans ce document, nous décrivons le rôle actuel du Product Lifecycle Management (PLM) dans l'industrie, et plus spécifiquement la place tenue par l'outil CAO. Celui-ci offre de nombreuses fonctionnalités pour l'édition d'une maquette en trois dimensions, mais, actuellement, ne bénéficie pas pleinement des méthodes d'interactions les plus récentes. Notre positionnement de recherche concerne l'utilisation des dispositifs de visualisation ainsi que les nouvelles méthodes d'interaction offertes par la RV, pour rendre l'édition de forme plus intuitive. Toutefois, de nombreuses applications industrielles du PLM, telles que l'assemblage ou l'ergonomie, utilisent déjà des solutions de RV pour augmenter l'interaction avec le produit. Afin de bien appréhender les solutions haptiques que nous proposons, un rappel des principaux concepts de la CAO est effectué, en particulier relatif à ses modèles de données (B-Rep, graphe d'historique, persistent naming). On décrit également les informations perceptibles autour de trois principales catégories : référents, informations géométriques et guides, puis les retours tactiles et d'efforts envisagés pour traduire les différents types d'informations que l'on peut rencontrer. Le travail du concepteur s'articulant autour de deux catégories de tâches : la sélection et la modification de la maquette CAO, nous avons structuré nos travaux de recherche en haptique autour de ces deux grandes classes. De fait, nous abordons ensuite les problématiques de sélection dans une maquette 3d, sélection assistée par des retours haptiques adaptés, et ce en particulier pour permettre une perception fine des composants topologiques. Dans un second temps, nous présentons deux tâches représentatives des activités de modification en CAO : l'édition de courbes et surfaces et l'extrusion. Ces deux fonctionnalités permettent de montrer l'apport de l'haptique pour la manipulation de paramètres sur deux types d'édition CAO très différents. Nous nous intéressons à l'impact de différents facteurs comme le contexte de réalisation de la tâche, la manipulation simultanée des paramètres, la cohabitation de multiples retours haptiques, ou la prise en main, par les tilisateurs, des solutions haptiques. L'analyse des expérimentations relatées dans cette thèse montre des résultats mitigés sur l'apport de l'haptique. Si ce canal sensorimoteur est généralement plebiscité, il convient néanmoins de faire attention au paramétrage des retours d'effort et à la mise en relation des différentes méthodes haptiques, au risque de gener le travail de l'utilisateur du système CAO. Au demeurant, une fois cet écueil évité, les perspectives de l'intégration de l'interaction haptique pour l'aide 'a l'édition CAO semblent prometteuses. Nous concluons cette recherche en esquissant la méthodologie d'intégration RV-CAO qu'il conviendrait de suivre pour mener à bien une évaluation complète de nos solutions avec des utilisateurs CAO experts.
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Laha, Bireswar. "Immersive Virtual Reality and 3D Interaction for Volume Data Analysis." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/51817.

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This dissertation provides empirical evidence for the effects of the fidelity of VR system components, and novel 3D interaction techniques for analyzing volume datasets. It provides domain-independent results based on an abstract task taxonomy for visual analysis of scientific datasets. Scientific data generated through various modalities e.g. computed tomography (CT), magnetic resonance imaging (MRI), etc. are in 3D spatial or volumetric format. Scientists from various domains e.g., geophysics, medical biology, etc. use visualizations to analyze data. This dissertation seeks to improve effectiveness of scientific visualizations. Traditional volume data analysis is performed on desktop computers with mouse and keyboard interfaces. Previous research and anecdotal experiences indicate improvements in volume data analysis in systems with very high fidelity of display and interaction (e.g., CAVE) over desktop environments. However, prior results are not generalizable beyond specific hardware platforms, or specific scientific domains and do not look into the effectiveness of 3D interaction techniques. We ran three controlled experiments to study the effects of a few components of VR system fidelity (field of regard, stereo and head tracking) on volume data analysis. We used volume data from paleontology, medical biology and biomechanics. Our results indicate that different components of system fidelity have different effects on the analysis of volume visualizations. One of our experiments provides evidence for validating the concept of Mixed Reality (MR) simulation. Our approach of controlled experimentation with MR simulation provides a methodology to generalize the effects of immersive virtual reality (VR) beyond individual systems. To generalize our (and other researchers') findings across disparate domains, we developed and evaluated a taxonomy of visual analysis tasks with volume visualizations. We report our empirical results tied to this taxonomy. We developed the Volume Cracker (VC) technique for improving the effectiveness of volume visualizations. This is a free-hand gesture-based novel 3D interaction (3DI) technique. We describe the design decisions in the development of the Volume Cracker (with a list of usability criteria), and provide the results from an evaluation study. Based on the results, we further demonstrate the design of a bare-hand version of the VC with the Leap Motion controller device. Our evaluations of the VC show the benefits of using 3DI over standard 2DI techniques. This body of work provides the building blocks for a three-way many-many-many mapping between the sets of VR system fidelity components, interaction techniques and visual analysis tasks with volume visualizations. Such a comprehensive mapping can inform the design of next-generation VR systems to improve the effectiveness of scientific data analysis.
Ph. D.
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Wang, Dong. "Developing Immersive Experience in Virtual Tour Applications on Mobile Devices." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176274.

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As a cutting-edge technology, VR is applied to all aspects of life. Especially when the pandemic is spreading, the immersive experience of VR provides another possibility for people's virtual tours and online exhibitions. Limited by the high price of professional VR equipment, VR technology still exists in specific professional fields. This project mainly studies some of the challenges of immersive experience on mobile phones and improves the immersive experience to make the virtual tour convenient and straightforward on mobile phones. Through research, it is found that interactive 360-video may be a potential solution. Users can explore freely in 360-video and interact with people or things in the environment. The most important thing is that interactive 360-video can rely on mobile phones as a medium so that everyone can afford it, and it allows users to explore and discover anytime, anywhere.

Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet

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Chien, Yi-Ting. "Immersive Tour at Umeå’s Prison Hotel." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150339.

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The overall purpose of this project is to develop an immersive storytelling experience that connects with both physical and social environment. To be specific, it focuses on the old prison in Umeå which was closed in 1981 and nowadays serves as a hotel. There are abundant historical materials related to the old prison preserved, and how might we transform such textual, historical information into relatively interactive experience. By collaborating with Hotell Gamla Fängelset ( Umeå’s Prison Hotel ), the result turns out to be an application in combination with augmented reality (AR), to build a guided tour that brings history to life at Umeå’s Prison Hotel. The tour not only demonstrates the plight of the prisoners, but also showcases the reform to humanized treatment over time, at the end linking back to the cozy hotel where the guests are staying. After users experience the tour application, it stimulates people’s imagination of the prisoners’ story and raises their awareness towards the cultural heritage that has always been forgotten.
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Glashüttner, Robert. "The perception of video games : from visual power to immersive interaction." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2457/.

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This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games.
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RODRIGUES, PAULO GALLOTTI. "V-GLOVE: PROPOSING AN INTERACTION DEVICE FOR IMMERSIVE VIRTUAL REALITY APPLICATIONS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28799@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Dispositivos de interação tradicionais como mouse e teclado não se adaptam adequadamente a aplicações imersivas, uma vez que sua utilização nesse tipo de ambiente não é ergonômica, já que o usuário pode estar em pé ou até mesmo em movimento. Além disso, utilizando o modelo atual de interação para esse tipo de aplicação (baseado em wands e mouses 3D), o usuário se vê obrigado a realizar diversas mudanças de contexto a cada vez que necessita realizar uma tarefa não suportada no modo imersivo, especialmente a entrada de símbolos. Essas mudanças constantes de contexto da imersão para o WIMP (Windows, Icons, Menus and Pointers) introduzem uma ruptura no modo de interação do usuário com a aplicação. O objetivo deste trabalho é explorar as possibilidades de uso de um dispositivo que mapeia uma interface de toque em um ambiente imersivo de realidade virtual. Foi desenvolvida uma luva para interação com ambientes imersivos de realidade virtual 3D (v-Glove) com duas funcionalidades principais: rastreamento da posição referente ao dedo indicador do usuário no espaço e a geração de uma vibração na extremidade do dedo indicador no momento em que este atinge a localização de uma área plana mapeada no espaço de interação. Foram feitos testes quantitativos e qualitativos com usuários para avaliar a v-Glove, comparando-a com um mouse 3D tradicionalmente utilizado em ambientes imersivos.
Traditional interaction devices such as mouse and keyboard don t adapt to immersive applications, since their use in this kind of environment isn t ergonomic, because the user may be standing or in movement. Moreover, in the current interaction model for this kind of application (based on wands and 3D mice), the users have to change context every time they need to execute a nonimmersive task, specially the symbolic input. These constant context changes from immersion to WIMP (Windows, Icons, Menus and Pointers) introduce a rupture in the user interaction with the application. The objective of this work is to explore the use possibilities of a device that maps a touch interface in a virtual reality immersive environment. We developed a glove for interaction in 3D virtual reality immersive environments (v-Glove), which has two main functionalities: tracking of the position of the user s forefinger in the space and the generation of a vibration in the fingertip when it reaches an area mapped in the interaction space. We performed quantitative and qualitative tests with users to evaluate v-Glove, comparing it with a 3D mouse used in immersive environments.
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Books on the topic "Immersive interaction"

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Immersive multimodal interactive presence. London: Springer, 2012.

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Cai, Yiyu. 3D Immersive and Interactive Learning. Singapore: Springer Singapore, 2013.

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Peer, Angelika, and Christos D. Giachritsis, eds. Immersive Multimodal Interactive Presence. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2754-3.

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Cai, Yiyu, ed. 3D Immersive and Interactive Learning. Singapore: Springer Singapore, 2013. http://dx.doi.org/10.1007/978-981-4021-90-6.

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Building the Realtime User Experience: Creating Immersive and Interactive Websites. Cambridge: O'Reilly Media, Incorporated, 2010.

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Obadia, Lionel. L'ethnographie comme dialogue: Immersion et interaction dans l'enquête de terrain. Paris: PubliSud, 2003.

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Char Davies' immersive virtual art and the essence of spatiality. Toronto: University of Toronto Press, 2007.

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McRobert, Laurie. Char Davies' immersive virtual art and the essence of spatiality. Toronto: University of Toronto Press, 2007.

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Inc, ebrary, ed. Flash multiplayer virtual worlds: Build Immersive, full featured interactive worlds for games, online communities, and more. Birmingham, U.K: Packt, 2010.

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Griffiths, Alison. Shivers down your spine: Cinema, museums, and the immersive view. New York: Columbia University Press, 2008.

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Book chapters on the topic "Immersive interaction"

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Büschel, Wolfgang, Jian Chen, Raimund Dachselt, Steven Drucker, Tim Dwyer, Carsten Görg, Tobias Isenberg, Andreas Kerren, Chris North, and Wolfgang Stuerzlinger. "Interaction for Immersive Analytics." In Immersive Analytics, 95–138. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01388-2_4.

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Goethe, Ole. "Immersive Virtualizations." In Human–Computer Interaction Series, 119–30. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11078-9_11.

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Soler-Adillon, Joan, and Carles Sora. "Immersive Journalism and Virtual Reality." In Interaction in Digital News Media, 55–83. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96253-5_4.

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Lane, H. Chad. "Promoting Metacognition in Immersive Cultural Learning Environments." In Human-Computer Interaction. Interacting in Various Application Domains, 129–39. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02583-9_15.

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Harvie, Jen. "Feminism, audience interaction, and performer authority 1." In Staging Spectators in Immersive Performances, 141–51. Abingdon, Oxon ; New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429198274-12.

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Cohen, Isaac, and Mun Wai Lee. "3D Body Reconstruction for Immersive Interaction." In Articulated Motion and Deformable Objects, 119–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-36138-3_10.

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Krämer, Nicole C. "The Immersive Power of Social Interaction." In Smart Computing and Intelligence, 55–70. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-5490-7_4.

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Su, Simon, Vincent Perry, and Venkateswara Dasari. "Comparative Study for Multiple Coordinated Views Across Immersive and Non-immersive Visualization Systems." In Virtual, Augmented and Mixed Reality. Multimodal Interaction, 321–32. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_25.

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Lee, Beom-Chan, Junhun Lee, Jongeun Cha, Changhoon Seo, and Jeha Ryu. "Immersive Live Sports Experience with Vibrotactile Sensation." In Human-Computer Interaction - INTERACT 2005, 1042–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11555261_100.

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Negri, Paolo, Pedro Omedas, Luca Chech, Patrik Pluchino, Filippo Minelle, Paul F. M. J. Verschure, Giulio Jacucci, Jonathan Freeman, Anna Spagnolli, and Luciano Gamberini. "Comparing Input Sensors in an Immersive Mixed-Reality Environment for Human-Computer Symbiosis." In Symbiotic Interaction, 111–25. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24917-9_12.

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Conference papers on the topic "Immersive interaction"

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Sandygulova, Anara, Abraham G. Campbell, Mauro Dragone, and G. M. P. O'Hare. "Immersive human-robot interaction." In the seventh annual ACM/IEEE international conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2157689.2157768.

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Ward, Austin R. "Immersive Search." In CHIIR '20: Conference on Human Information Interaction and Retrieval. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3343413.3377946.

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"Computer graphics & interaction interactive and immersive experiences." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7413913.

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Dindar, N., A. M. Tekalp, and C. Basdogan. "Immersive haptic interaction with media." In Visual Communications and Image Processing 2010, edited by Pascal Frossard, Houqiang Li, Feng Wu, Bernd Girod, Shipeng Li, and Guo Wei. SPIE, 2010. http://dx.doi.org/10.1117/12.863387.

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Sobel, Kiley, Lori Takeuchi, Lisa M. Castaneda, and Samantha W. Bindman. "Immersive Media Design and Children." In IDC '19: Interaction Design and Children. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311927.3325163.

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Wang, Po-Hsien, Ting-Ying Wang, Ya-Chu Chang, and Ching-Chun Huang. "Immersive 3D Human-Computer Interaction System." In 2018 IEEE International Conference on Consumer Electronics-Taiwan (ICCE-TW). IEEE, 2018. http://dx.doi.org/10.1109/icce-china.2018.8448424.

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Calbi, Alessandro, Alessio Dore, Lucio Marcenaro, and Carlo S. Regazzoni. "Multimodal Cognitive System For Immersive User Interaction." In 1st Intenational ICST Conference on Immersive Telecommunications. ICST, 2007. http://dx.doi.org/10.4108/icst.immerscom2007.2259.

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Shahab, Qonita M., Yong-Moo Kwon, Heedong Ko, Maria N. Mayangsari, Shoko Yamasaki, and Hiroaki Nishino. "Comparative study on collaborative interaction in non-immersive and immersive systems." In Optics East 2007, edited by Susanto Rahardja, JongWon Kim, and Jiebo Luo. SPIE, 2007. http://dx.doi.org/10.1117/12.733654.

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Rosenberg, Meisha, and Judy M. Vance. "Virtual Hand Representations to Support Natural Interaction in Immersive Environments." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13166.

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Immersive Computing Technology (ICT) offers designers the unique ability to evaluate human interaction with product design concepts through the use of stereo viewing and 3D position tracking. These technologies provide designers with opportunities to create virtual simulations for numerous different applications. In order to support the immersive experience of a virtual simulation, it is necessary to employ interaction techniques that are appropriately mapped to specific tasks. Numerous methods for interacting in various virtual applications have been developed which use wands, game controllers, and haptic devices. However, if the intent of the simulation is to gather information on how a person would interact in an environment, more natural interaction paradigms are needed. The use of 3D hand models coupled with position-tracked gloves provide for intuitive interactions in virtual environments. This paper presents several methods of representing a virtual hand model in the virtual environment to support natural interaction.
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Plant, Nicola, Ruth Gibson, Carlos Gonzalez Diaz, Bruno Martelli, Michael Zbyszyński, Rebecca Fiebrink, Marco Gillies, Clarice Hilton, and Phoenix Perry. "Movement interaction design for immersive media using interactive machine learning." In MOCO '20: 7th International Conference on Movement and Computing. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3401956.3404252.

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Reports on the topic "Immersive interaction"

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Sibert, Linda E., James N. Templeman, Robert C. Page, Jeremy T. Barron, and Justin A. McCune. Initial Assessment of Human Performance Using the Gaiter Interaction Technique to Control Locomotion in Fully Immersive Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, June 2004. http://dx.doi.org/10.21236/ada424639.

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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
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Morais, Carla, António Coelho, Alexandre Jacinto, and Marta Varzim, eds. The I SEA Project: Digital Publications. Faculdade de Ciências da Universidade do Porto, October 2020. http://dx.doi.org/10.24840/2020/978-989-746-279-5.

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The I SEA project aimed at the development of a non-obtrusive, valid and replicable method to evaluate audience attitudes about science communication projects through an immersive virtual reality environment that can improve exhibitions while educating and empowering citizens. To achieve the objectives of this highly complex, highly interdisciplinary, and innovative project, a permanent articulation of the scientific approach with the technical and design development took place, aiming the construction of the non- invasive evaluation method. Because it is an intricate project, it required constant iterations and interactions among the team members. So, we’ve learned somehow to consider limitations as engines for developing the project, instead of seeing them as obstacles.
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Parodi, Andrea. A Theoretically Driven Investigation of the Efficacy of an Immersive Interactive Avatar Rich Virtual Environment in Pre-deployment Nursing Knowledge and Teamwork Skills Training. Fort Belvoir, VA: Defense Technical Information Center, May 2013. http://dx.doi.org/10.21236/ada612695.

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