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Virtual worlds, mixed reality interfaces and barriers to adoption

This article examines whats next for vitual world user interfaces...

Edited by: Ralf Haifisch , Dave Pentecost


3D virtual worlds have to date been dominated by features and technology. Yet these 3D worlds also need get in touch with the end-user - we examine how.

When we say that virtual worlds will form the future 3D Web, we may wonder what is meant by "Virtual World". On the Opensim wiki, certain models and definitions have been proposed.  Also, Maxping Magazine itself has succesfully added to the confusion with Lunchtime for giant alien spiders.

So lets elaborate, Metaverses or Virtual Worlds are made up of a three-dimensional environment. The user moves and interacts using interface controls. Access to this new three-dimensional environment, such as movement and building within it, presents barriers for users, and it is desirable that we take that into account.

These barriers are in three areas:

1. Interface barriers
2. Barriers to implementation
3. Barriers resulting from the learning curve

In this article we will talk about the interface barriers, leaving for a future article the issues of implementation and learning curve

BARRIERS OF INTERFACE3dconnexion

A Virtual World is a 3D environment or "immersive environment", where the user appears to enter completely. Users can interact using the following elements:

Hardware

Main Elements
* Keyboard
* Mouse / joystick
* Screen

Additional elements

* Headphone and microphone
* Webcam

Software

Avatar, or representation of the user through a 3D model.

All movements, gestures and interaction between the user and the virtual environment, drive the avatar in a "puppet" mode. Some examples of this method of control include the use of the WSDA keys on the keyboard, and moving the mouse to trigger gestures like shaking hands, sitting, etc. Other actions are used to activate the voice and chat functions, to exchange documents, etc.

The user is expected to provide an adequate flow of movements and actions.

What are the consequences of all this finger, mouse and keyboard manipulation?  For first-time users of virtual environments, the required dexterity is too difficult, and may result in the rejection of virtual worlds for educational or job applications and the design and creation of 3D models.

One possible remedy for this problem is the use of interfaces other than the keyboard and mouse or joystick. Let's talk about some of these special interfaces.

The Austrian company KOMME®Z has created two very interesting interfaces. One is called MRI (Mixed Reality Inteface). A video demonstration can be found here. The other is Arena3D. In Spanish, "arena" can mean "sand" and this solution might be considered as natural and versatile as sand. It is defined as a "Mixed Reality Show Tool," designed to allow users to communicate ideas, display product models, and moderate workshops.

Another example is Jeff Han's Perceptive Pixel, a graphical multi-touch interface that is an alternative to the Microsoft Surface. As a non-Microsoft product it may be a better choice for virtual world use. Microsoft CEO S. Ballmer just announced the NUI (natural user interface) as a next step in the evolution of user interfaces.

"Bring emotions to your avatar" is the slogan from VR-WEAR which uses a webcam to transmit emotions, gestures and movements to the avatar.

Mental interfaces offer the most revolutionary possibilities. PRESENCCIA is a consortium consisting of two teams, one from the Graz University of Technology in Austria and the other at the University College London (UCL). Its aim is to create a virtual world in which a person can interact using only the mind.

(See New Scientist's Virtual World sharpens Mind Control and this video )

The Japanese multinational Sega has developed and marketed an electronic device incorporating technology that can read brain activity. This technology, under the name of NeuroSky, detects a signal in the cortex when a person imagines a particular action, such as hitting a golf ball.

What is important is that this technology detects psychological signals, not brain waves. That is, it detects "intentions," not just signals to be processed. To demonstrate its feasibility, two demos were created. In one, a two-wheeled robot was moved back and forth, controlled remotely by mental signals. In another, a Star Wars laser sword was controlled through mental activity.

That's it for this brief review of interface barriers in virtual worlds and possible improvements. We will discuss the barriers to implementation and the barriers presented by the learning curve in a future article.

 

Alberto Navarro

Article tagged: viewer |  | augmented reality | adoption

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4 comment(s) for “Virtual Worlds and Mixed Reality Interfaces”


Gravatar of Average Average said on Tuesday, May 05, 2009 (11:37:03 AM)
There is also some cool stuff like NVidias 3d spectacles that is worth having a look at - although if you don't have the budget then there are cheaper ways of getting stuff to jump out of the screen at you - http://osgrid.org/forums/viewtopic.php?f=3&t=991
Gravatar of Valer Valer said on Wednesday, May 06, 2009 (6:27:13 AM)
Even better alternative to the NeuroSky's technology seems to be Emotiv (http://emotiv.com/INDS_2/inds_2_1.html). Check it out.
Gravatar of Ralf Haifisch Ralf Haifisch said on Thursday, May 07, 2009 (3:33:09 AM)
emotiv looks very promissing - as well as their pricing is allready on a not low, but acceptable level.
Gravatar of techiedavid techiedavid said on Wednesday, August 05, 2009 (7:03:48 PM)
Check out Virtualization Gate - interactive 3d
http://grimage.inrialpes.fr/vgate.php#?
From Siggraph 2009.