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Modeling Object Pursuit for Desktop Virtual Reality

机译:桌面虚拟现实的建模对象追踪

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摘要

Models of interaction tasks are quantitative descriptions of relationships between human temporal performance and the spatial characteristics of the interactive tasks. Examples include Fitts' law for modeling the pointing task and Accot and Zhai's steering law for the path steering task. Interaction models can be used as guidelines to design efficient user interfaces and quantitatively evaluate interaction techniques and input devices. In this paper, we introduce and experimentally verify an interaction model for a 3D object-pursuit interaction task. Object pursuit requires that a user continuously tracks an object that moves with constant velocities in a desktop virtual environment. For modeling purposes, we divide the total object-pursuit movement into a tracking phase and a correction phase. Following a two-step modeling methodology that is originally proposed in this paper, the time for the correction phase is modeled as a function of path length, path curvature, target width, and target velocity. The object-pursuit model can be used to quantitatively evaluate the efficiency of user interfaces that involve 3D interaction with moving objects.
机译:交互任务模型是人类时间绩效与交互任务空间特征之间关系的定量描述。示例包括用于对指向任务进行建模的菲茨定律,以及针对路径转向任务的Accot和Zhai的转向定律。交互模型可以用作设计高效用户界面并定量评估交互技术和输入设备的指南。在本文中,我们介绍并通过实验验证了3D对象与目标交互任务的交互模型。追逐对象需要用户连续跟踪在桌面虚拟环境中以恒定速度移动的对象。出于建模目的,我们将目标追踪的总运动分为跟踪阶段和校正阶段。遵循本文最初提出的两步建模方法,将校正阶段的时间建模为路径长度,路径曲率,目标宽度和目标速度的函数。对象追求模型可用于定量评估涉及与移动对象进行3D交互的用户界面的效率。

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