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Full Version: Poster: Evolution and Usability of Ubiquitous Immersive 3D Interfaces
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ABSTRACT
Immersive virtual reality applications have historically been
associated with cumbersome technical components that require
substantial infrastructure and support. Recent developments have
pointed towards a far more accessible and exponentially less
expensive generation of immersive virtual reality systems through
creative repurposing of the products of the entertainment and
mobile communications industry. We present a practical design
of such a system; which provides the core interaction affordances
of immersive virtual reality, but in a portable, lightweight,
untethered configuration. In addition, an immersive virtual
experience was developed for the system as an experimental testbed.
User feedback and performance data obtained from a pilot
study with this experience is reported that provides insight into the
acceptability of the system and experience design under ad-hoc
deployment situations.
Keywords: Virtual Reality, off-the-shelf, user studies, immersion
Index Terms:
B.4.2 [Input/Output and Data Communications]:
Input/Output Devices—Image Display; I.3 [Computer Graphics]:
Hardware Architecture—Three-dimensional displays
1 INTRODUCTION
The democratization of immersive 3D technology is actively
underway. A flurry of new activity in recent years has primarily
involved low-cost, high quality motion tracking devices designed
for motion-based gaming platforms (e.g. Sony Move, Microsoft
Kinect, Razer Hydra). Furthermore, immersive displays are also
receiving mass-market attention (e.g. Oculus Rift, Sony HMD,
Google Glass, Hasbro My3D, FOV2GO) and will result in far
greater accessibility for public consumption of 3D user interface
components. However, immersive 3D systems incorporating offthe-
shelf technologies are still challenging to integrate together,
and ultimately create effective immersive 3D experiences that
anyone can use, anywhere, and any time.
To this end, we have previously reported on a novel design of
such a system that allows for portable, untethered, 3D user
interfaces involving hand and body tracking as well as immersive
display, which we call the Ubiquitous Collaborative Activity
Virtual Environment (UCAVE) [1, 2]. We have been actively
evolving the UCAVE design, and report on the latest substantial
iteration here, as well as results from our first user study involving
the UCAVE and an application designed as a test-bed for
ubiquitous immersive 3D experiences.
The goal is to bring immersive 3D technology to the masses,
not the other way around, as is traditional methodology in 3DUI
and virtual reality research. Our current experience design
involves leveraging science fiction media as a tie-in to the virtual
reality demonstration.
It is unheard of for more than a few immersive setups to be
deployed simultaneously in research. There is merit in that
approach, especially for education, and training in classrooms or
within entertainment spaces that are currently underserved by VR
research.
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