Utilizing immersive virtual reality in everydaywork

Utilizing immersive virtual reality in everydaywork
复制标题

在日常工作中利用沉浸式虚拟现实

DOI:
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发表时间:
2017
期刊:
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)
影响因子:
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通讯作者:
T. Kuhlen
T. Kuhlen
中科院分区:
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文献类型:
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作者:
M. Bellgardt;S. Pick;Daniel Zielasko;Tom Vierjahn;B. Weyers;T. Kuhlen

文献摘要

被引文献

相似文献

虚拟现实(VR)的应用已经被反复探索,目的是改善来自不同应用领域(如建筑和仿真科学)的用户的数据分析过程。不幸的是,让VR在专业的应用场景中可用,甚至在常规的基础上使用它,都被证明是具有挑战性的。我们认为,日常使用环境,如办公空间,已经引入了严重影响交互概念设计的约束,因为成熟的技术可能难以使用。在我们看来,理解使用场景对交互设计的影响,成功开发日常使用的VR应用是至关重要的。为了证实我们的说法,我们在这项工作中定义了三种不同的使用场景,它们所允许的移动性主要不同。我们概述了每个场景的固有约束,但也指出了可能用于为不同的日常使用环境设计新颖、适合的交互技术的机会。此外,我们将每个场景与一个具体的应用程序示例联系起来,以阐明其相关性并展示它如何影响交互设计。
Applications of Virtual Reality (VR) have been repeatedly explored with the goal to improve the data analysis process of users from different application domains, such as architecture and simulation sciences. Unfortunately, making VR available in professional application scenarios or even using it on a regular basis has proven to be challenging. We argue that everyday usage environments, such as office spaces, have introduced constraints that critically affect the design of interaction concepts since well-established techniques might be difficult to use. In our opinion, it is crucial to understand the impact of usage scenarios on interaction design, to successfully develop VR applications for everyday use. To substantiate our claim, we define three distinct usage scenarios in this work that primarily differ in the amount of mobility they allow for. We outline each scenario’s inherent constraints but also point out opportunities that may be used to design novel, well-suited interaction techniques for different everyday usage environments. In addition, we link each scenario to a concrete application example to clarify its relevance and show how it affects interaction design.