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Zoom-fwd: Efficient technique for 3D gestual interaction with distant and occulted objects in virtual reality

Abstract : In the last decade, it has been observed an extraordinary acceleration in immersive technologies, including virtual and augmented reality (VR/ AR), as well as innovative experience design. The VR interfaces have widely explored various 3D interaction-based approaches. This technology encourages users to use diverse input devices (e.g., VR headset). However, such devices are still not very reliable, inconvenient and invasive to the person’s comfort. Furthermore, users may have an inefficient experience for interacting with objects in a virtual environment. Fortunately, there exists an innovative interaction methods called Natural User Interfaces (NUIs). These interfaces are increasingly introduced in Human Machine Interaction (HMI) systems, and they introduce the gestures' recognition. They became more useful, improving the user’s engagement and sense of presence, providing more stimulating, user-friendly and non-obtrusive interaction methods. In this paper, we present an efficient 3D interaction technique. This technique uses a gesture recognition for 3D interaction tasks (navigation, selection, manipulation and application control). This new approach called Zoom-fwd, it allows a speed and precise interaction with distant and occulded objects.Zoom-fwd technique is a software solution for many problems, which can be related to the hardware or even to the software ones. A user study was carried out to investigate the impact of this 3D interaction technique on time completion of the different tasks. To do this study, we compare the Zoom-fwd technique with another 3D interaction technique.
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Submitted on : Monday, November 8, 2021 - 12:42:26 PM
Last modification on : Friday, August 5, 2022 - 12:30:05 PM
Long-term archiving on: : Wednesday, February 9, 2022 - 7:51:54 PM


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Assia Messaci, Nadia Zenati, Mahmoud Belhocine, Samir Otmane. Zoom-fwd: Efficient technique for 3D gestual interaction with distant and occulted objects in virtual reality. Computer Animation and Virtual Worlds, 2022, 33 (1), pp.e2033. ⟨10.1002/cav.2033⟩. ⟨hal-03414618⟩



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