首页> 外文会议>8th IFIP International Conference on Engineering for Human-Computer Interaction EHCI 2001, May 11-13, 2001, Toronto, Canada >Building User-Controlled 3D Models and Animations for Inherently-3D Construction Tasks: Which Tool, Which Representation?
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Building User-Controlled 3D Models and Animations for Inherently-3D Construction Tasks: Which Tool, Which Representation?

机译:为固有的3D构造任务建立用户控制的3D模型和动画:哪种工具,哪种表示形式?

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In this paper, we first define a class of problems that we have dubbed inherently-3D, which we believe should lend themselves to solutions that include user-controlled 3D models and animations. We next give a comparative discussion of two tools that we used to create presentations: Cosmo~(TM)Worlds and Flash. The presentations included text, pictures, and user-controlled 3D models or animations. We evaluated the two tools along two dimensions: 1) how well the tools support presentation development and 2) the effectiveness of the resultant presentations. From the first evaluation, we concluded that Flash in its current form was the more complete development environment. For a developer to integrate VRML into cohesive presentations required a more comprehensive development environment than is currently available with Cosmo~(TM)Worlds. From our second evaluation, based on our usability study, we have made two conclusions. First, our users were quite successful in completing the inherently-3D construction task, regardless of which presentation (Shockwave or VRML) they saw. Second, we found that enhancing the VRML models and including multiple perspectives in Shockwave animations were equally effective at reducing errors as compared to a more primitive VRML. Based on our results we believe that for tasks of the 3D-complexity that we used, Flash is the clear choice. Flash was easier to use to develop the presentations and the presentation was as effective as the model that we built with Cosmo~(TM)Worlds and Java. Finally, we postulate a relationship between inherently-3D task complexity and the relative effectiveness of the VRML presentation.
机译:在本文中,我们首先定义了我们固有地称为3D的一类问题,我们认为应该将其应用于包括用户控制的3D模型和动画的解决方案。接下来,我们将对用于创建演示文稿的两个工具进行比较讨论:Cosmo〜(TM)Worlds和Flash。演示包括文本,图片以及用户控制的3D模型或动画。我们从两个维度评估了这两个工具:1)这些工具对演示文稿开发的支持程度如何; 2)所产生的演示文稿的有效性。从第一次评估中,我们得出结论,以当前形式的Flash是更完整的开发环境。对于开发人员而言,将VRML集成到具有凝聚力的演示文稿中,需要比Cosmo〜(TM)Worlds当前更全面的开发环境。根据我们的第二次评估,基于可用性研究,我们得出了两个结论。首先,无论用户看到哪种演示文稿(Shockwave或VRML),我们的用户都非常成功地完成了固有的3D构造任务。其次,我们发现,与更原始的VRML相比,增强VRML模型并在Shockwave动画中包含多个视角在减少错误方面同样有效。根据我们的结果,我们认为对于我们使用的3D复杂性任务,Flash是不二之选。 Flash易于使用来开发演示文稿,并且该演示文稿与我们使用Cosmo〜(TM)Worlds和Java构建的模型一样有效。最后,我们假设固有的3D任务复杂性与VRML表示的相对有效性之间的关系。

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