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Investigating three-dimensional sketching for early conceptual design-Results from expert discussions and user studies

机译:研究早期概念设计的三维草图-来自专家讨论和用户研究的结果

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摘要

As immersive 3D user interfaces reach broader acceptance, their use as sketching media is attracting both commercial and academic interests. So far, little is known about user requirements and cognitive aspects of immersive 3D sketching. Also the latter's integration into the workflow of virtual product development is far from being solved.rnWe present results from two focus group expert discussions, a comparative user study on immersive 3D sketching conducted among professional furniture designers and a qualitative content analysis of user statements. The results of the focus group discussions show a strong interest in using the three-dimensional (3D) space as a medium for conceptual design. Users expect it to provide new means for the sketching process, namely spatiality, one-to-one proportions, associations, and formability. Eight groups of functions required for 3D sketching were outlined during the discussions.rnThe comparative study was intended to find and investigate advantages of immersive three-dimensional space and its additional degrees-of-freedom for creative/reflective externalization processes. We compared a 3D and a 2D baseline condition in the same technical environment, a VR-Cave system. In both conditions, no haptic feedback was provided and the 2D condition was not intended to simulate traditional 2D sketching (on paper). The results from our user study show that both the sketching process and the resulting sketches differ in the 2D and 3D condition, namely in terms of the perceived fluency of sketch creation, in terms of the perceived appropriateness for the task, and in terms of the perceived stimulation by the medium, the movement speed, the sketch sizes, the degree of detail, the functional aspects, and the usage time. In order to validate the results of the focus group discussions, we produced a questionnaire to check for the subjectively perceived advantages and disadvantages in both the 2D and 3D conditions. A qualitative content analysis of the user statements revealed that the biggest advantage of 3D sketching lies in the sketching process itself. In particular, the participants emphasized the system's ability to foster inspiration and to improve the recognition of spatiality and spatial thinking.rnWe argue that both 2D and 3D sketching are relevant for early conceptual design. As we progress towards 3D sketching, new tangible interactive tools are needed, which account for the user's perceptual and cognitive abilities.
机译:随着身临其境的3D用户界面被越来越广泛的接受,它们作为草绘媒体的用途吸引了商业和学术兴趣。到目前为止,关于沉浸式3D素描的用户需求和认知方面知之甚少。同样,将后者集成到虚拟产品开发工作流程中还远未解决。我们提供了两个焦点小组专家讨论的结果,在专业家具设计师之间进行的沉浸式3D素描的对比用户研究以及对用户陈述的定性内容分析。焦点小组讨论的结果表明,人们对使用三维(3D)空间作为概念设计的媒介表现出浓厚的兴趣。用户希望它为草绘过程提供新的手段,即空间性,一对一的比例,关联性和可成形性。讨论期间,概述了3D草图绘制所需的八组功能。比较研究旨在发现和研究沉浸式三维空间及其在创作/反射外部化过程中附加的自由度的优势。我们在相同的技术环境(VR-Cave系统)中比较了3D和2D基准条件。在这两种情况下,都没有提供触觉反馈,并且2D条件并非旨在模拟传统的2D草图(在纸上)。我们的用户研究结果表明,在2D和3D条件下,草图绘制过程和生成的草图均不同,即在感知的草图创建流畅程度,在感知的任务适当性方面以及在媒介,移动速度,草图大小,细节程度,功能方面和使用时间所引起的感知刺激。为了验证焦点小组讨论的结果,我们制作了一份调查表,以检查2D和3D条件下主观感知的优缺点。对用户陈述的定性内容分析表明,3D草图绘制的最大优势在于草图绘制过程本身。特别是,参与者强调了该系统培养灵感和改进对空间性和空间思维的认识的能力。我们认为2D和3D草图绘制与早期的概念设计有关。随着我们朝3D素描前进,需要使用新的有形交互工具,这些工具会考虑用户的感知和认知能力。

著录项

  • 来源
    《Computers & Graphics》 |2009年第4期|462-473|共12页
  • 作者单位

    Division Virtual Product Creation, Fraunhofer Institute for Production Systems and Design Technology IPK, Pascalstrasse 8-9, 10857 Berlin, Germany;

    Centre of Human-Machine-Systems, Technische Universitaet Berlin, Germany;

    Centre of Human-Machine-Systems, Technische Universitaet Berlin, Germany;

    Institute for Product and Process Design, The Berlin University of the Arts, Germany;

    Division Virtual Product Creation, Fraunhofer Institute for Production Systems and Design Technology IPK, Pascalstrasse 8-9, 10857 Berlin, Germany;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    immersive three-dimensional sketching; conceptual design; tangible user interfaces; 3d user interfaces; virtual reality; usabilty; focus group;

    机译:沉浸式三维素描概念设计;有形的用户界面;3d用户界面;虚拟现实;可用性;焦点小组;

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