AAU Student Projects - visit Aalborg University's student projects portal
A master's thesis from Aalborg University
Book cover


System Control, Navigation & Selection Using Off-the-Shelf Hardware for a Classroom Immersive Virtual Environment

Translated title

System Control, Navigation & Selektion med Off-the-Shelf Hardware til et Immersive Virtual Environment til Klasseundervisning

Authors

;

Term

4. term

Education

Publication year

2014

Submitted on

Abstract

Dette studie vurderer almindeligt tilgængelige forbrugerteknologier til at styre et immersivt virtuelt miljø—et computergenereret 3D-rum, der føles omsluttende—til brug for lærere under klasseundervisning. I et første forsøg med gymnasielærere sammenlignede vi fire inputenheder til grundlæggende systemstyring: en penstyret grafisk tablet, en touchstyret grafisk tablet, Microsoft Kinect til håndsporing og en Nintendo Wii Nunchuk-controller. Pen-og-tablet-løsningen var både mest effektiv og mest foretrukket, og blev derfor brugt i næste fase til at afprøve måder at bevæge sig rundt (navigation) og vælge objekter (selektion) i det virtuelle miljø. I det andet forsøg foretrak lærerne klart en “gribe i luften”-navigation—at bevæge sig ved at lave en gribebevægelse med hånden—frem for en joystick-inspireret metode. For selektion var der ingen tydelig præference mellem to tilgange: blikstyret pegning (at sigte i forlængelse af blikket) og en billedplan-metode (at justere en markør som på en skærmflade). Samlet tyder resultaterne på, at pen-og-tablet-baserede grænseflader er hurtige at lære og kan understøtte mange forskellige opgaver i et immersivt virtuelt miljø.

This study evaluates readily available consumer devices for controlling an immersive virtual environment—a computer-generated 3D space intended for teachers to use during classroom lectures. In a first experiment with high school teachers, we compared four input devices for basic system control: a pen-operated graphics tablet, a touch-operated graphics tablet, Microsoft Kinect hand tracking, and a Nintendo Wii Nunchuk controller. The pen-and-tablet setup was both the most efficient and the most preferred, so we used it in a second phase to test ways of moving around (navigation) and choosing objects (selection) in the virtual environment. In the second experiment, teachers strongly preferred a “grab the air” navigation method—moving by making a hand-grasping gesture—over a joystick-inspired method. For selection, there was no clear preference between two approaches: gaze-directed pointing (aiming along one’s line of sight) and an image-plane method (aligning a pointer as if on the screen surface). Overall, the results suggest that pen-and-tablet–based interfaces are quick to understand and can support a wide range of tasks in an immersive virtual environment.

[This abstract was generated with the help of AI]