This paper describes a novel 3D interaction technique called the "SkeweR", dedicated to the 2-user collaborative manipulation of objects in virtual environments. This technique enables two users to move simultaneously the same virtual object in 3D. For this aim, each user manipulates the object by one crushing point, like handling the extremity of a skewer. The SkeweR uses only translation information from the users' motions to change both the position and orientation of the manipulated object. By using more crushing points, this technique could easily be extended to 3 or more users. Thus, the SkeweR technique could be used to improve the collaborative manipulation of objects in numerous applications of Virtual Reality, such as: virtual prototyping, maintenance and training simulations, architectural mock-up reviews, etc.
Abstract. One claim of Technology-Enhanced Learning (TEL) is to support and exploit benefits from distance learning and remote collaboration. On the other hand, several approaches to learning emphasize the importance of handson experience. Unfortunately, these two goals don't go well together with traditional learning techniques. Even though TEL technologies can alleviate this problem, it is not sufficiently solved yet -remote collaboration usually comes at the cost of losing direct hands-on access. The ARiSE project aimed at bringing Augmented Reality (AR) to School Environments, a technology that can potentially bridge the gap between the two goals mentioned. The project has designed, implemented and evaluated a pedagogical reference scenario where students worked hands-on together over large distances. This paper describes the AR learning approach we followed and discusses its implementation and its future potential. It shows a simple and successful distributed AR learning approach and suggests features for improvement.
Recent studies have shown that through a careful combination of multiple sensory channels, so called multisensory binding effects can be achieved that can be beneficial for collision detection and texture recognition feedback. During the design of a new pen-input device called Tactylus, specific focus was put on exploring multisensory effects of audiotactile cues to create a new, but effective way to interact in virtual environments with the purpose to overcome several of the problems noticed in current devices
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