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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

An interaction Continuum for 3D Dataset Visualization / Un continuum d'interaction pour la visualisation de données 3D

Besançon, Lonni 14 December 2017 (has links)
Un nombre croissant de paradigmes d'interaction et de dispositifs ont été développés et étudiés pour les manipulations 3D.Ce développement bénéficie, en particulier, aux domaines scientifiques tels que la visualisation qui s'appuie sur la manipulation de données 3D.De nombreuses études ont démontré les avantages de chacun d'entre eux pour des tâches spécifiques liées à la visualisation. Pourtant, les interfaces utilisateur graphiques classiques ainsi que la souris et les claviers prédominent toujours dans la plupart des environnements interactifs: de tels environnements sont toujours utiles pour des tâches spécifiques et parce qu'ils sont facilement disponibles et accessibles par rapport aux nouveaux paradigmes d'interaction et aux dispositifs innovants. Contrairement à l'approche habituelle qui consiste à créer ou étudier un nouveau paradigme, une nouvelle technique ou un nouveau dispositif d'interaction, les travaux présentés dans cette thèse ouvrent la voie à un continuum d'interaction: la possibilité de passer d'un paradigme d'interaction à l'autre et de combiner deux ou plusieurs paradigmes d'interaction pour en tirer profit. Pour atteindre cet objectif, nous prenons plusieurs mesures. Tout d'abord, en se basant sur l'observation que la souris et le clavier, l'interaction tactile et l'interaction tangible sont maintenant des normes ou se rapprochent d'être des paradigmes d'interaction standard pour les cas d'utilisation occasionnelle ou spécifique, cette thèse étudie et compare leurs avantages et limites inhérents aux manipulations 3D.Sur la base de ce travail, nous créons ensuite un paradigme d'interaction hybride tactile et tangible. Basé sur les besoins de la visualisation scientifique pour la mécanique des fluides, nous mettons en œuvre des techniques spécifiques d'interaction exploratrice 3D avec le paradigme hybride et les évaluons avec des experts du domaine. La mise en œuvre prototypique de ce paradigme hybride est une tablette tactile capable de quantifier ses propres mouvements (rotations et translations). Sur la base des retours d'expérience des experts du domaine, une telle combinaison est plus flexible que l'état de l'art et permet des manipulations 3D précises. Avec le potentiel de ce paradigme hybride, nous abordons ensuite la tâche complexe de la sélection des sous-ensembles 3D ---une étape initiale majeure pour la compréhension des données. Alors que la sélection de sous-ensembles 3D est généralement effectuée avec une entrée 2D initiale étendue ultérieurement par la machine, notre combinaison d'interactions tactiles et tangibles permet aux utilisateurs d'avoir une technique de sélection entièrement manuelle avec la même tablette: un lasso 2D peut être dessiné avec une entrée tactile qui peut ensuite être étendue en 3D lors du déplacement de la tablette. Non seulement cette combinaison comble-t-elle un vide dans la taxonomie des techniques de sélection de sous-ensembles 3D, mais est, qui plus est, plus précise que les solutions partiellement automatisées, quoique plus lentes. Enfin, en nous appuyant sur l'observation selon laquelle une interaction tangible avec un dispositif localement couplé pourrait nécessiter des ajustements de facteur de gain, nous proposons d'utiliser un aspect spécifique de l'interaction tactile, la détection de pression, pour contrôler les facteurs de gain des manipulations tangibles. Les travaux présentés dans cette thèse démontrent donc le potentiel d'un continuum d'interaction pour la visualisation en proposant des paradigmes d'interaction hybrides dans une configuration facile à maintenir, facile à intégrer et abordable. Il fournit les premières étapes nécessaires pour un continuum d'interaction qui, espérons-le, inspirera la création de plus de techniques d'interaction hybrides pour l'interaction de données 3D. / An increasing number of interaction paradigms and devices are being developed and studied for 3D manipulations. This development benefits, in particular, scientific domains such as visualization which rely on manipulation of 3D data. Numerous studies have proven the benefits of each one of them for specific tasks involved in visualization. Yet, classical graphical user interfaces as well as mouse and keyboards still prevail in most interactive settings: such environments are still useful for specific tasks and because they are readily available and accessible when compared to innovative interaction paradigms and devices. In contrast to the usual approach to create or study a new interaction paradigm, technique, or device, the work presented in this thesis paves the way towards an interaction continuum: the possibility to transition between and combine two or more interaction paradigms to benefit from their inherent advantages. To achieve this goal we take several steps. First, building on the observation that mouse and keyboard, tactile interaction and tangible interaction are now standards or are getting close to being standard interaction paradigms for casual or specific use cases, this thesis studies and compares their inherent advantages and limitations for 3D manipulations. Based on this work, we then create a hybrid tactile/tangible interaction paradigm. Based on the needs of scientific visualization for fluid dynamics, we implement specific 3D explorative interaction techniques with the hybrid paradigm and evaluate them with domain experts. The prototypical implementation of this hybrid paradigm is a tactile-enabled and spatially-aware tablet. Based on the feedback from domain experts, such a combination is more flexible than the state of the art and still facilitates precise 3D manipulations. With the potential of this hybrid paradigm, we then tackle the complex task of 3D subsets selection---a major initial step for data understanding. While 3D subset selection is usually conducted with an initial 2D input later extended by the machine, our combination of tactile and tangible interaction allows users to have a fully manual selection technique with the same spatially-aware tablet: a 2D lasso can be drawn with tactile input which can then be extended into 3D when moving the tablet. Not only does this combination fill in an empty space in the taxonomy of 3D subset selection techniques, but we also found it to be more precise than partially-automated solutions---albeit being slower. Finally, building on the observation that tangible interaction with a locally-coupled device might need gain factor adjustments, we propose to use a specific aspect of tactile interaction, pressure-sensing, to control the gain factors of tangible manipulations. The work presented in this thesis thus demonstrates the potential of an interaction continuum for visualization by proposing hybrid interaction paradigms in an easy-to-maintain, easy-to-integrate, and affordable setup. It provides the necessary initial steps for an interaction continuum that will hopefully inspire the creation of more hybrid interaction techniques for 3D data interaction.
2

Usage of tactile feedback to aid cooperative object manipulation in virtual environments

Oliveira, Thomas Volpato de 23 August 2017 (has links)
Submitted by PPG Ci?ncia da Computa??o (ppgcc@pucrs.br) on 2018-07-26T19:57:26Z No. of bitstreams: 1 THOMAS VOLPATO DE OLIVEIRA_DIS.pdf: 2340160 bytes, checksum: a77fc7c024da22cb1ea18eec69501d7e (MD5) / Approved for entry into archive by Sheila Dias (sheila.dias@pucrs.br) on 2018-08-02T12:22:16Z (GMT) No. of bitstreams: 1 THOMAS VOLPATO DE OLIVEIRA_DIS.pdf: 2340160 bytes, checksum: a77fc7c024da22cb1ea18eec69501d7e (MD5) / Made available in DSpace on 2018-08-02T12:38:03Z (GMT). No. of bitstreams: 1 THOMAS VOLPATO DE OLIVEIRA_DIS.pdf: 2340160 bytes, checksum: a77fc7c024da22cb1ea18eec69501d7e (MD5) Previous issue date: 2017-08-23 / Realidade virtual ? uma tecnologia que permite aos seus usu?rios visualizar e interagir com ambientes virtuais (AV) 3D em tempo real. Um ambiente virtual colaborativo (AVC) ? um tipo de AV que permite que dois ou mais usu?rios estejam juntos no mesmo ambiente virtual. Ambientes virtuais colaborativos t?m algumas dificuldades que AV comuns n?o t?m. Por exemplo, diferentes t?cnicas s?o necess?rias a fim de permitir a dois usu?rios a manipula??o (mover ou girar) conjunta de um objeto virtual. Algumas dessas t?cnicas podem levar os usu?rios a realizarem movimentos n?o naturais. Este trabalho avalia o retorno h?ptico para deixar os usu?rios cientes de movimentos errados durante a manipula??o colaborativa de objetos. A t?cnica SkeweR foi utilizada como teste. Esta t?cnica ? baseada em crushing points, onde os usu?rios pegam o objeto pela primeira vez para simultaneamente mover e girar o objeto. Uma vez que os usu?rios mant?m a posi??o da m?o sobre o crushing point durante a manipula??o do objeto, a intera??o se torna mais natural, no sentido de que se torna mais similar ao processo real de segurar um objeto. Entretanto, devido ? falta de restri??es f?sicas de movimento, frequentemente, durante a intera??o, a m?o do usu?rio se move para fora do crushing point. Para solucionar este problema, este trabalho prop?e o uso de retorno t?til para informar os usu?rios sobre a dist?ncia entre a posi??o da m?o e o crushing point. O retorno t?til ? fornecido por um minimotor de vibra??o preso no polegar do usu?rio. Para validar o m?todo, fez-se um estudo com usu?rios em que estes deveriam realizar a manipula??o 3D de um objeto virtual. Este objeto precisava ser transladado e girado atrav?s de um caminho virtual ao longo de um fio virtual, do in?cio deste at? o fim. Durante a intera??o, os usu?rios manipularam um rastreador de posi??o com tr?s graus de liberdade (3DOF) e deveriam manter a posi??o do rastreador na mesma posi??o do crushing point. Durante as rodadas do experimento, os participantes testaram tr?s modalidades de intera??o: sem nenhum retorno, com retorno visual e com retorno t?til. O resultado dos testes mostrou que usu?rios realizaram manipula??es mais naturais quando estavam usando o retorno t?til. / Virtual reality is a technology that allows users to view and interact with a 3D virtual environment (VE) in real time. A collaborative virtual environment (CVE) is a type of VE that allows two or more users to be in the same virtual environment together. Collaborative virtual environments have some issues that simple VEs do not have. For example, different techniques are required in order to allow two users to manipulate (move or rotate) a virtual object together. Some of these techniques can lead users to do unnatural movements. This study evaluates haptic feedback to let users aware of wrong movements during a cooperative object manipulation. The SkeweR technique was used as a testbed. This technique is based on the use of crushing points, where the users grab the object for the first time, to simultaneously move/rotate an object. Once the users have their hands positioned on the crushing point during the object manipulation, the interaction becomes more natural, in the sense that it is more similar to the real process. However, due to the lack of any physical constraint to the users? movements, it is often noticed that the users? hands move away from the crushing point during the interaction. To solve this problem, this work proposes the usage of tactile feedback to inform the user about the distance between his hand and the crushing point. The tactile feedback is provided by a vibration micromotor attached to the user?s thumb. To validate the method, a user study based on the 3D manipulation of a virtual object was performed. The virtual object had to be translated and rotated through a virtual path along a virtual wire, from the beginning to the end of it. During the interaction, users manipulated a three degrees of freedom (3DOF) position tracker and were requested to keep this tracker in the same position of the crushing point. During the trials, the participants used three modalities of interaction: without any feedback, with a visual feedback and with tactile feedback. Results showed that the users do more natural manipulations when using tactile feedback.

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