3d user interface
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2021 ◽  
pp. 435-446
Author(s):  
Marcela Saavedra ◽  
Morelva Saeteros ◽  
Adriana Riofrio ◽  
Gustavo Caiza

Author(s):  
Benjamin Waymouth ◽  
Akansel Cosgun ◽  
Rhys Newbury ◽  
Tin Tran ◽  
Wesley P. Chan ◽  
...  

Author(s):  
Anthony Steed ◽  
Tuukka M. Takala ◽  
Daniel Archer ◽  
Wallace Lages ◽  
Robert W. Lindeman

2019 ◽  
Vol 9 (22) ◽  
pp. 4861 ◽  
Author(s):  
Hind Kharoub ◽  
Mohammed Lataifeh ◽  
Naveed Ahmed

This work presents a novel design of a new 3D user interface for an immersive virtual reality desktop and a new empirical analysis of the proposed interface using three interaction modes. The proposed novel dual-layer 3D user interface allows for user interactions with multiple screens portrayed within a curved 360-degree effective field of view available for the user. Downward gaze allows the user to raise the interaction layer that facilitates several traditional desktop tasks. The 3D user interface is analyzed using three different interaction modes, point-and-click, controller-based direct manipulation, and a gesture-based user interface. A comprehensive user study is performed within a mixed-methods approach for the usability and user experience analysis of all three user interaction modes. Each user interaction is quantitatively and qualitatively analyzed for simple and compound tasks in both standing and seated positions. The crafted mixed approach for this study allows to collect, evaluate, and validate the viability of the new 3D user interface. The results are used to draw conclusions about the suitability of the interaction modes for a variety of tasks in an immersive Virtual Reality 3D desktop environment.


2019 ◽  
Vol 11 (3) ◽  
pp. 28-38
Author(s):  
Manoela Rogofski Brum Postal ◽  
Rafael Rieder

Health professionals have used 3D user interfaces as support tools for the elderly rehabilitation, offering fun and beneficial resources for the practice of physical and cognitive activities to them. In this context, it is necessary to establish mechanisms to evaluate the usability of these interfaces, in order to achieve a balance between functionality, ease of use and sense of well-being. The aim of this study is to report a usability evaluation experiment of a virtual reality game developed specifically to elderly people, as a means to identify the needs of this public regarding 3D user interface evaluation. An initial methodology was tested exploring two points of view in the game, and its results showed that it was adequate for seniors. However, it was noted the need to include training periods and an evaluation with a heterogeneous group of seniors to consolidate and optimize the proposed approach, as well as readjust the instruments used.


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