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Three-dimensional (3D) object manipulation techniques: immersive versus nonimmersive interfaces

机译:三维(3D)对象操纵技术:沉浸式与非温度接口

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Identifying applications which are appropriate to the higher performance but higher cost virtual environment (VE) interface is a non-trivial problem. A VE application should not only demonstrate better cost/performance than it's non-immersive windows and mouse (WM) based alternatives, it must also address the time and effort required by the end user in becoming immersed. Identifying promising problem domains requires clearly understanding the theoretical advantages of the VE interface as well as the hardware specs necessary to best implement those advantages. This paper identifies a series of common tasks requiring varying degrees of viewpoint movement, object selection and manipulation and subjectively compares theoretical implementations between a VE interface having two depth cursors and a WM interface. Each task is intended to highlight fundamental operations where either WM performance begins to degrade, increased command sets leads to loss of generality or there is a justifiable requirement for presence which cannot be provided. These performance issues balanced by the current realities of VE technology are used to suggest a point when certain problem domains solution should move to a VE implementation and when they should remain WM.
机译:识别适用于更高性能但更高的成本虚拟环境(VE)接口的应用程序是一个非平凡的问题。 VE应用程序不仅应展示比其非沉浸式窗口(WM)基于非沉浸式窗口(WM)的替代品更好的成本/性能,还必须解决最终用户沉浸的时间和精力。识别有希望的问题域需要清楚地了解VE接口的理论优势以及最佳实施这些优点所需的硬件规范。本文识别了需要不同程度的视点移动,对象选择和操纵以及主题比较具有两个深度游标和WM接口的VE接口之间的理论实现的一系列常见任务。每个任务都旨在突出显示WM性能开始降级的基本操作,增加的命令集导致普遍性的丢失,或者在不能提供的存在下存在正当要求。当特定问题的现实现实的这些性能问题用于建议某些问题域解决方案应该转移到VE实施以及它们应保持WM时。

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