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The manipulation system

The manipulation system

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Conference Paper
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Virtual reality requires high levels of interaction with the user, a type of human computer interaction. Interactions that match the way humans usually interact with their surroundings should improve training effectiveness. A 3D hand gesture based interface allows users to control the position and orientation of 3D objects by simply moving their ha...

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... are many devices that provide hand pose data such as Intel RealSense, Leap Motion, Kinect etc. Due to the accuracy of Leap Motion and its compatibility with the Oculus Rift [8], we chose the pose data provided by the Leap Motion for gesture recognition. The system set-up is shown in Fig. 2 and the objects that the user sees are indicated in the box. A Leap Motion hand tracking device was mounted on an Oculus Rift VR headset using a custom mount that oriented the Leap Motion device to point 13° below a line perpendicular to the headset surface. The task involved manipulating a virtual hand to grab a virtual dice from a ...

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Citations

... For in-position, Leng et al. [11] showed the utilization of mid-air signals to collaborate with music in a virtual vivid climate. Additionally, Lin et al. [12] investigated different hand motions to control various articles in VR and examined the effect of stances on the related throughput. Yan et al. [13] showed a clever methodology for recovering items in VR utilizing hand signals like genuine getting. ...
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... In recent years, humans not only interact with their hands in the real world, but increasingly in different types of digitized multimedia environments, such as virtual or augmented reality [1][2][3] . Since hand movements serve as a crucial interaction interface, to make use of them in any of such scenarios as well as in digitally transmitted remote human-machine or human-human interactions through the Tactile Internet (TI) 4 , hand kinematics need to be well tracked 5,6 and in some cases modeled [7][8][9] , or predicted [10][11][12] . Although several useful databases of hand movements [13][14][15][16][17] exist, most come with certain limitations. ...
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... When implementing grab gestures, the application needs to diferentiate between grab, rotation, movement and release [21]. Including press and drag provides the user with a natural object interaction [6]. ...
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... Hand gesture recognition methods have a significant number of applications, such as controlling unmanned aerial vehicles (UAVs) (Ma et al., 2017), interacting with autonomous vehicles (Holzbock et al., 2022), recognizing sign language (Pigou et al., 2015), or manipulating objects in virtual reality environments (Lin et al., 2017a) or in 3D design tools (Wang and Bao, 2007). In the case of applications such as object manipulation, it is necessary to track the pose of hand and fingers, whereas other applications have to classify the gesture into certain categories, which is the case of sign language recognition. ...
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... The emergence of low-cost and high-precision interaction devices, such as Leap Motion (Bachmann et al. 2018) based on computer vision motion interaction, as well as Oculus (Ziak et al. 2017), HTC Vive VR (Niehorster et al. 2017), and data gloves based on wearable devices, has led to a tremendous development in virtual-hand interaction techniques (Al-Shamayleh et al. 2018). Currently, 3D interaction techniques have been implemented to track and recognize a series of gestures such as pointing (Schwind et al. 2018), selecting (Yu et al. 2018), sliding (Lin et al. 2017), pinching (Pfeuffer et al. 2017), rotating (Perng et al. 2020), shaping (Benko et al. 2016), grabbing (Lin et al. 2017), traveling, and zooming (Koutsabasis and Vogiatzidakis 2019). This type of NUI, using the body as a medium, provides a more intuitive and comfortable user experience (UX). ...
... The emergence of low-cost and high-precision interaction devices, such as Leap Motion (Bachmann et al. 2018) based on computer vision motion interaction, as well as Oculus (Ziak et al. 2017), HTC Vive VR (Niehorster et al. 2017), and data gloves based on wearable devices, has led to a tremendous development in virtual-hand interaction techniques (Al-Shamayleh et al. 2018). Currently, 3D interaction techniques have been implemented to track and recognize a series of gestures such as pointing (Schwind et al. 2018), selecting (Yu et al. 2018), sliding (Lin et al. 2017), pinching (Pfeuffer et al. 2017), rotating (Perng et al. 2020), shaping (Benko et al. 2016), grabbing (Lin et al. 2017), traveling, and zooming (Koutsabasis and Vogiatzidakis 2019). This type of NUI, using the body as a medium, provides a more intuitive and comfortable user experience (UX). ...
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... As virtual reality (VR) technology has rapidly been advanced over the past decade, VR is widely used in many fields including education, professional training and gaming (Miller et al., 2013;Nakamura et al., 2016). VR interface provides great potential benefits as a new computer-human interface including its natural and intuitive interactions, immersive three-dimensional surroundings, and cost-effective simulation (Chen and Or, 2017;Lin et al., 2017). However, this new interface poses potential physical ergonomic risk factors which are associated with musculoskeletal discomfort and injuries especially in the neck and shoulder regions. ...
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... More recently, studies have shifted the focus to sensory technologies that can further improve virtual reality immersion and interactivity. For example, to support high levels of interaction, hand gestures were developed to manipulate objects in virtual reality [37], and head tracking was integrated into virtual reality with the Oculus Rift headset to provide deep immersion game control [42]. Additionally, multimodal interactions have been developed that include visual, haptic, and brain-computer interfaces in virtual reality environments [35]. ...
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Real-time adaptation is one of the most important problems that currently require a solution in the field of personalized human-computer interaction. For conventional desktop system interactions, user behaviors are acquired to develop models that support context-aware interactions. In virtual reality interactions, however, users operate tools in the physical world but view virtual objects in the virtual world. This dichotomy constrains the use of conventional behavioral models and presents difficulties to personalizing interactions in virtual environments. To address this problem, we propose the cross-object user interfaces (COUIs) for personalized virtual reality touring. COUIs consist of two components: a Deep Learning algorithm-based model using convolutional neural networks (CNNs) to predict the user’s visual attention from the past eye movement patterns to determine which virtual objects are likely to be viewed next, and delivery mechanisms that determine what should when and where be displayed on the user interface. In this chapter, we elaborate on the training and testing of the prediction model and evaluate the delivery mechanisms of COUIs through a cognitive walk-through approach. Furthermore, the implications for using COUIs to personalize interactions in virtual reality (and other environments such as augmented reality and mixed reality) are discussed.