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Investigation and evaluation of pointing modalities for interactive stereoscopic 3D TV

机译:交互式立体3D电视的指向方式的调查和评估

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The recent proliferation of stereoscopic three dimensional (3D) video technology has fostered a large body of research into 3D video capture, production, compression and delivery. However, little research has been dedicated to the design practices of stereoscopic 3D video interaction. Interaction tasks such as pointing and selection are critical to the consumer's experience of the 3D video technology. This paper presents investigation of pointing modalities in the context of stereoscopic 3D television (TV). Adopting the ISO 9241-9 standard for multi-directional tapping task, the conducted user study compares and evaluates three pointing modalities: standard mouse-based interaction, virtual laser pointer implemented using Wiimote, and hand movement modality using Kinect. The results suggest that the virtual laser pointer modality is more advantageous than other modalities in terms of user performance and user comfort. In addition, this paper discusses the impact of disparity levels on the pointing tasks.
机译:立体三维(3D)视频技术的最新发展促进了对3D视频捕获,生产,压缩和交付的大量研究。但是,很少有研究致力于立体3D视频交互的设计实践。指向和选择之类的交互任务对于3D视频技术用户的体验至关重要。本文介绍了在立体3D电视(TV)上下文中指向模式的研究。通过进行多方向敲击任务,采用了ISO 9241-9标准,进行的用户研究比较并评估了三种指向方式:基于鼠标的标准交互方式,使用Wiimote实现的虚拟激光指示器以及使用Kinect进行的手部移动方式。结果表明,就用户性能和用户舒适度而言,虚拟激光指示器模式比其他模式更具优势。此外,本文讨论了视差水平对指向任务的影响。

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