Arch-Explore: A natural user interface for immersive architectural walkthroughs

2009 IEEE Symposium on 3D User Interfaces 03/2009; DOI: 10.1109/3DUI.2009.4811208
Source: DBLP


In this paper we propose the Arch-Explore user interface, which supports natural exploration of architectural 3D models at different scales in a real walking virtual reality (VR) environment such as head-mounted display (HMD) or CAVE setups. We discuss in detail how user movements can be transferred to the virtual world to enable walking through virtual indoor environments. To overcome the limited interaction space in small VR laboratory setups, we have implemented redirected walking techniques to support natural exploration of comparably large-scale virtual models. Furthermore, the concept of virtual portals provides a means to cover long distances intuitively within architectural models. We describe the software and hardware setup and discuss benefits of Arch-Explore.

Download full-text


Available from: Gerd Bruder, Dec 08, 2014
31 Reads
  • Source
    • "An example is given in Section 4.3. • Teleportation techniques [2] or similar metaphors can be transformed to actions like resets. The fact that actions can depend on the state makes it possible to associate these techniques with specific locations in the VE. "
    [Show abstract] [Hide abstract]
    ABSTRACT: Redirected Walking (RDW) is a technique that allows exploring immersive virtual environments by real walking in a small physical room. RDW employs so-called redirection techniques (RETs) to manipulate the user's real world trajectory in such a way that he remains within the boundaries of the physical room. Different RETs were suggested and evaluated in the past. In addition, steering algorithms were proposed that apply a limited set of RETs to redirect a user away from the physical room's boundaries. Within this paper, a generalized approach to planning and applying RETs is presented. It is capable of dynamically selecting suitable RETs and also controlling parameters like their strengths. The problem of steering a user in a small physical room using RETs is formulated as an optimal control problem. This allows applying an efficient probabilistic planning algorithm to maximize the free walking experience. The proposed algorithm uses a map of the virtual environment to continuously determine the optimal RET that has to be applied next. The suggested algorithm is evaluated within a user study and compared to a state-of-the-art steering algorithm. Results show that for the given virtual environment, it is able to reduce the number of collisions with the room boundaries by 41\% and furthermore reduces the amount of applied redirections significantly.
    IEEE 3D User Interfaces, Minneapolis; 03/2014
  • Source
    • "Although real walking is often the most appropriate navigation interface in virtual environments , the walking area is restricted by the physical laboratory space. Several solutions have been proposed to cope with the limitations of a laboratory's physical space, such as redirected walking [2], redirection based on change blindness [12], redirected walking in place [9] [8] and natural metaphors [3]. "
    [Show abstract] [Hide abstract]
    ABSTRACT: In four-sided CAVE-like VR systems, the absence of the rear wall has been shown to decrease the level of immersion and can introduce breaks in presence. With this experiment we analyse how user attention is diverted while physically walking in a virtual environment, when audio and/or visual attractors are present. Key features of the experiment are the fact that auditory feedback was delivered through binaural audio rendering dependent on the user's head position and orientation and that the four-sided CAVE used for the experiment allowed users to walk up to 9m in straight line. In the experiment we analysed how different “attractors” (audio and/or visual, static or dynamic) modify the user's attention. Results of the experiment show that audio-visual attractors are the most efficient attractors in order to keep the user's attention toward the inside of the CAVE.
    2014 IEEE Virtual Reality (VR); 03/2014
  • Source
    • "To compare this technique in both optimal and non-optimal cases, we compared results between two different situations: reorientations achievable with g R >= 0.59 and reorientations requiring g R < 0.59, (cf. [2]). "
    [Show abstract] [Hide abstract]
    ABSTRACT: Natural walking can provide a compelling experience in immersive virtual environments, but it remains an implementation challenge due to the physical space constraints imposed on the size of the virtual world. The use of redirection techniques is a promising approach that relaxes the space requirements of natural walking by manipulating the user's route in the virtual environment, causing the real world path to remain within the boundaries of the physical workspace. In this paper, we present and apply a novel taxonomy that separates redirection techniques according to their geometric flexibility versus the likelihood that they will be noticed by users. Additionally, we conducted a user study of three reorientation techniques, which confirmed that participants were less likely to experience a break in presence when reoriented using the techniques classified as subtle in our taxonomy. Our results also suggest that reorientation with change blindness illusions may give the impression of exploring a more expansive environment than continuous rotation techniques, but at the cost of negatively impacting spatial knowledge acquisition.
    01/2012; DOI:10.1109/VR.2012.6180877
Show more