One of the major research goals of the Brown University Graphics Group is the development of innovative user interfaces for virtual environment applications. Our primary focus is on interaction in surround screen virtual environments.
In conjunction with the Technology Center for Advanced Scientific Computing and Visualization, we have developed techniques for performing hands-free multi-scale navigation through VEs.
"Hands-Free Multi-Scale Navigation in Virtual Environments" , Joseph LaViola, Daniel Acevedo Feliz, Daniel Keefe and Robert Zeleznick. In proceedings of ACM SIGGRAPH I3D 2001 Symposium on Interactive 3D Graphics. North Carolina, March 2001.
A user examining the Step WIM
The particular interactions that we developed include a leaning technique
for moving small and medium distances, a foot-gesture controlled Step WIM
that acts as a floor map for moving larger distances, and a viewing technique
that enables a user to view a full 360 degrees in only a three-walled semi-immersive
environment by subtly amplifying the mapping between their torso rotation
and the virtual world.
The leaning technique allows users to move
in the virtual world using just body movement
Scaling the Step WIM using foot activated commands
In addition, to developing interaction techniques, we also have developed a novel class of virtual reality input devices that combine pop through buttons with 6 DOF trackers.
"Pop Through Button Devices for VE Navigation
and Interaction" , Robert Zeleznick, Joseph LaViola, Daniel Acevedo
Feliz, and Daniel Keefe. To appear in proceedings of IEEE Virtual
Reality 2002. Orlando, Florida, March 2002.
The FingerSleeve mounts 2 pop-through buttons and 6 DOF tracker
The Trigger Gun has 2 pop through buttons,
for index finger and thumb activation
Compared to similar devices that use conventional buttons, pop through
devices double the number of potential discrete interaction modes, since
each button has two activation states corresponding to light and firm pressure.
Specifically, we developed two novel input devices: the FingerSleeve
(above, left) was designed to be minimally obtrusive physically, whereas
the TriggerGun was designed to be physically similar to, yet more functional
than a conventional hand-held trigger device.
A user in the CavePainting environment utilizing the FingerSleeve