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Revisiting natural user interaction in virtual world

Natural user interaction in virtual environment is a prominent factor in any mixed reality applications. In this paper, we revisit the assessment of natural user interaction via a case study of a virtual aquarium. Viewers with the wearable headsets are able to interact with virtual objects via head...

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Detalles Bibliográficos
Autores principales: Nguyen, Tam V., Raghunath, Shreyas, Phung, Kim Anh, Ongwere, Tom, Tran, Minh-Triet
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Berlin Heidelberg 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9734837/
https://www.ncbi.nlm.nih.gov/pubmed/36530470
http://dx.doi.org/10.1007/s12652-022-04496-3
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author Nguyen, Tam V.
Raghunath, Shreyas
Phung, Kim Anh
Ongwere, Tom
Tran, Minh-Triet
author_facet Nguyen, Tam V.
Raghunath, Shreyas
Phung, Kim Anh
Ongwere, Tom
Tran, Minh-Triet
author_sort Nguyen, Tam V.
collection PubMed
description Natural user interaction in virtual environment is a prominent factor in any mixed reality applications. In this paper, we revisit the assessment of natural user interaction via a case study of a virtual aquarium. Viewers with the wearable headsets are able to interact with virtual objects via head orientation, gaze, gesture, and visual markers. The virtual environment is operated on both Google Cardboard and HoloLens, the two popular wireless head-mounted displays. Evaluation results reveal the preferences of users over different natural user interaction methods.
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spelling pubmed-97348372022-12-12 Revisiting natural user interaction in virtual world Nguyen, Tam V. Raghunath, Shreyas Phung, Kim Anh Ongwere, Tom Tran, Minh-Triet J Ambient Intell Humaniz Comput Original Research Natural user interaction in virtual environment is a prominent factor in any mixed reality applications. In this paper, we revisit the assessment of natural user interaction via a case study of a virtual aquarium. Viewers with the wearable headsets are able to interact with virtual objects via head orientation, gaze, gesture, and visual markers. The virtual environment is operated on both Google Cardboard and HoloLens, the two popular wireless head-mounted displays. Evaluation results reveal the preferences of users over different natural user interaction methods. Springer Berlin Heidelberg 2022-12-07 2023 /pmc/articles/PMC9734837/ /pubmed/36530470 http://dx.doi.org/10.1007/s12652-022-04496-3 Text en © The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature 2022, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Original Research
Nguyen, Tam V.
Raghunath, Shreyas
Phung, Kim Anh
Ongwere, Tom
Tran, Minh-Triet
Revisiting natural user interaction in virtual world
title Revisiting natural user interaction in virtual world
title_full Revisiting natural user interaction in virtual world
title_fullStr Revisiting natural user interaction in virtual world
title_full_unstemmed Revisiting natural user interaction in virtual world
title_short Revisiting natural user interaction in virtual world
title_sort revisiting natural user interaction in virtual world
topic Original Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9734837/
https://www.ncbi.nlm.nih.gov/pubmed/36530470
http://dx.doi.org/10.1007/s12652-022-04496-3
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