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Virtual Reality on a WIM. Interactive Worlds in Miniature. WIM ( Interactive Worlds in Miniature). Problems:. Things can’t be reached. Things hidden from view. Things beyond our sight and behind us. Things appear close to each other because they line up along our current line of sight.
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Virtual Reality on a WIM Interactive Worlds in Miniature
Problems: • Things can’t be reached. • Things hidden from view. • Things beyond our sight and behind us. • Things appear close to each other because they line up along our current line of sight. • Single viewport • Single scale (usually 1:1)
Previous Works • Object Selection • Object Manipulation • Navigation
Object Selection • Raycasting • Selection cones
Object Manipulation • Ware’s Bat • Sachs’s 3-Draw: • Hinckley’s work:
Object Manipulation (cont) • 3DM: An immersive 3D drawing package • Bier’s Toolglass and Magic Lenses:
Navigation • Darken: Many important techniques butprimarily 2D in nature. The WIM has extended some of these techniques into the third dimension. • Fisher’s map cube: http://www.artmuseum.net/w2vr/archives/Fisher/04a_VIEW.html#
WIM: System description • Headmounted display (HMD) • Clipboard • Buttonball
WIM: Changing POV • Seeing objects from different angles: Pro: remove or reduce occlusion improve the sense of immersion save the point of view in larger environment Con: increase complexity requirement on framerate
WIM: Object Selection To select objects out of physical arm’s reach: • Before: Flying – moving the camera • WIM Select the object itself Select its proxy on the WIM
WIM: Object Manipulation • Direct manipulation • WIM: Scale<1 : far-reaching coarse-grained control Scale>1 : a three dimensional magnifying glass
WIM: Navigation • Before: FLying • WIM: Reach into the WIM and pick himself up
WIM: Update the immersive world • Immediate update Either not desirable or impossible • Post-facto Slow in/slow out animation (view point) • Batch An explicit command of several changes
WIM: Visualization • Spatially locating and orienting the user • Path planning • History • Measuring distance • Viewing alternate representations • Three-dimensional design
WIM: Multiple WIMs • Widely separated regions of the same environment • Several completely different environments • Worlds at different scales • The same world with different applied to the representation • The same world displayed at different points in time
WIM: Interface • Importance of Props Grasping gesture Physical Props • Props • The Clipboard: Rotate, Pass between two hands • The Button Ball: Pen (2D) Button ball (3D) • Two hand interaction • Shape of Props
WIM: Problems with props • Fatigue: Holding a physical clipboard Solution: clutching mechanism • Limitation of Solid Objects: Physical pro gets in the way Solution: ability to disengage the WIM
WIM: Observation • Design an office space • User Reaction: • Arm fatigue is not a major problem. • The weight of HMD was the only fatigue. • Participants understood and like the clutching mechanism. • Rotating the camera • Intentional misregistration • Selection by trolling