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Spatial drawing using ruled-surface brush strokes is a popular mode of content creation in immersive VR, yet little is known about the usability of existing spatial drawing interfaces or potential improvements. We address these questions in a three-phase study. (1) Our exploratory need-finding study (N=8) indicates that popular spatial brushes require users to perform large wrist motions, causing physical strain. We speculate that this is partly due to constraining users to align their 3D controllers with their intended stroke normal orientation. (2) We designed and implemented a new brush interface that significantly reduces the physical effort and wrist motion involved in VR drawing, with the additional benefit of increasing drawing accuracy. We achieve this by relaxing the normal alignment constraints, allowing users to control stroke rulings, and estimating normals from them instead. (3) Our comparative evaluation of StripBrush (N=17) against the traditional brush shows that StripBrush requires significantly less physical effort and allows users to more accurately depict their intended shapes while offering competitive ease-of-use and speed.
We believe that 3D visualisations should not be used alone; by coincidentally displaying alternative views the user can gain the best understanding of all situations. The different presentations signify manifold meanings and afford different tasks. N
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30 years: the pri
It has often been conjectured that the effectiveness of line drawings can be explained by the similarity of edge images to line drawings. This paper presents several problems with explaining line drawing perception in terms of edges, and how the rece
We consider a class of variable effort human annotation tasks in which the number of labels required per item can greatly vary (e.g., finding all faces in an image, named entities in a text, bird calls in an audio recording, etc.). In such tasks, som
To improve the viewers Quality of Experience (QoE) and optimize computer graphics applications, 3D model quality assessment (3D-QA) has become an important task in the multimedia area. Point cloud and mesh are the two most widely used digital represe