3D Interaction Design in Virtual Reality

Start Date: 04/21/2019

Course Type: Common Course

Course Link: https://www.coursera.org/learn/3d-interaction-design-virtual-reality

Explore 1600+ online courses from top universities. Join Coursera today to learn data science, programming, business strategy, and more.

About Course

This course will teach you about one of the most important aspects of VR, how you interact with a VR world. Virtual Reality is completely different from an on screen app or game. You are completely immersed in a VR world, so it doesn't make sense to interact only through buttons or menus. You will get the most out of VR if you can interact with the world just as you would with the real world: with your natural body movements. You will learn about the basic concepts and technologies of VR Interaction. You will then get hands on, learning about how to move around in VR and how to interact with the objects in your world. The course will finish with some advice from experts on VR interaction design and you will do a project where you will get real experience of developing VR Interaction.

Course Syllabus

Welcome to Week 3! This week, we will be looking at interacting with objects in VR. We'll cover topics such as interacting with objects within reach, hyper-natural interaction, and magic interaction. We'll then move on to physics interaction, and how this works in VR.

Deep Learning Specialization on Coursera

Course Introduction

This course will teach you about one of the most important aspects of VR, how you interact with a VR

Course Tag

Related Wiki Topic

Article Example
3D interaction 3D interfaces have been used in applications that feature virtual environments, and augmented and mixed realities. In virtual environments, users may interact directly with the environment or use tools with specific functionalities to do so. 3D interaction occurs when physical tools are controlled in 3D spatial context to control a corresponding virtual tool.
Interaction design The concept of dimensions of interaction design were introduced in Moggridge's book "Designing Interactions." Crampton Smith wrote that interaction design draws on four existing design languages, 1D, 2D, 3D, 4D. Silver later proposed a fifth dimension, behaviour.
Virtual reality In addition, there are conceptual, and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality techniques will be developed to influence human behavior, interpersonal communication, and cognition. In the book "The Metaphysics of Virtual Reality" by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. As we spend more and more time in virtual space, there could be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture. Philosophical implications of VR are discussed in books, including Philip Zhai's "Get Real: A Philosophical Adventure in Virtual Reality" (1998) and "Digital Sensations: Space, Identity and Embodiment in Virtual Reality" (1999), written by Ken Hillis.
ACM/IEEE Virtual Reality International Conference The ACM Virtual Reality International Conference (VRIC) is an annual conference on virtual reality organized by the Association for Computing Machinery. Papers are on a variety of topics, such as mixed reality, human-computer interaction, 3D interaction evaluation, and image analysis. Its proceedings are published in the ACM Digital Library. It is hosted and sponsored by ACM SIGGRAPH, Association française de réalité virtuelle, and Laval Virtual.
Virtual reality in fiction Virtual reality in fiction describes fictional representations of the technological concept of virtual reality.
3D interaction The 3D space used for interaction can be the real physical space, a virtual space representation simulated in the computer, or a combination of both. When the real space is used for data input, humans perform actions or give commands to the machine using an input device that detects the 3D position of the human action. When it is used for data output, the simulated 3D virtual scene is projected onto the real environment through one output device or a combination of them.
3D interaction In 3D interaction, users carry out their tasks and perform functions by exchanging information with computer systems in 3D space. It is an intuitive type of interaction because humans interact in three dimensions in the real world. The tasks that users perform have been classified as selection and manipulation of objects in virtual space, navigation, and system control. Tasks can be performed in virtual space through interaction techniques and by utilizing interaction devices. 3D interaction techniques were classified according to the task group it supports. Techniques that support navigation tasks are classified as "navigation techniques". Techniques that support object selection and manipulation are labeled "selection and manipulation techniques". Lastly, "system control techniques" support tasks that have to do with controlling the application itself. A consistent and efficient mapping between techniques and interaction devices must be made in order for the system to be usable and effective. Interfaces associated with 3D interaction are called "3D interfaces". Like other types of user interfaces, it involves two-way communication between users and system, but allows users to perform action in 3D space. Input devices permit the users to give directions and commands to the system, while output devices allow the machine to present information back to them.
Virtual reality The use of 3D computer-aided design (CAD) data was limited by 2D monitors and paper printouts until the mid-to-late 1990s, when video projectors, 3D tracking, and computer technology enabled a renaissance in the use 3D CAD data in virtual reality environments. With the use of active shutter glasses and multi-surface projection units immersive engineering was made possible by companies like VRcom and . Virtual reality has been used in automotive, aerospace, and ground transportation original equipment manufacturers (OEMs) in their product engineering and manufacturing engineering . Virtual reality adds more dimensions to virtual prototyping, product building, assembly, service, performance use-cases. This enables engineers from different disciplines to view their design as its final product. Engineers can view the virtual bridge, building or other structure from any angle. As well, some computer models allow engineers to test their structure's resistance to winds, weight, and other elements. Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.
Virtual Reality Website A Virtual Reality Website is a website that leverages the WebVR and WebGL APIs to create a 3D environment for a web user to explore using a virtual reality head-mounted display.
Virtual reality in telerehabilitation Virtual reality in telerehabilitation is a method used first in the training of musculoskeletal patients using asynchronous patient data uploading, and an internet video link. Subsequently, therapists using virtual reality-based telerehabilitation prescribe exercise routines via the web which are then accessed and executed by patients through a web browser. Therapists then monitor the patient's progress via the web and modify the therapy asynchronously without real-time interaction or training.
3D interaction In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.
3D interaction Users experience a sense of presence when engaged in an immersive virtual world. Enabling the users to interact with this world in 3D allows them to make use of natural and intrinsic knowledge of how information exchange takes place with physical objects in the real world. Texture, sound, and speech can all be used to augment 3D interaction. Currently, users still have difficulty in interpreting 3D space visuals and understanding how interaction occurs. Although it’s a natural way for humans to move around in a three-dimensional world, the difficulty exists because many of the cues present in real environments are missing from virtual environments. Perception and occlusion are the primary perceptual cues used by humans. Also, even though scenes in virtual space appear three-dimensional, they are still displayed on a 2D surface so some inconsistencies in depth perception will still exist.
Virtual reality in telerehabilitation The term "virtualized reality" (VR) was coined and introduced in a paper by Kanade. The traditional virtual reality world is typically constructed using simplistic, artificially created computer-aided design (CAD) models. VR starts with the real-world scene and virtualizes it. Virtual reality is a practical, affordable technology for the practice of clinical medicine, and modern, high-fidelity virtual reality systems have practical applications in areas ranging from psychiatry to surgical planning and telemedicine. Through VR's capacity to allow the creation and control of dynamic 3-dimensional, ecologically valid stimulus environments within which behavioral response can be recorded and measured, it offers clinical assessment and rehabilitation options not available with traditional methods.
Virtual reality The Virtual Reality Modelling Language VRML, first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets. The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.
Interaction design The Interaction Design Association was created in 2003 to serve the community. The organization has over 80,000 members and more than 173 local groups. IxDA hosts Interaction the annual interaction design conference, and the Interaction Awards.
Virtual Reality Website In 2014, Google launched 'Chrome Experiments for Virtual Reality'; a Virtual Reality mobile site showcasing web-based Virtual Reality demos for Google Cardboard.
3D interaction 3D interaction techniques are methods used in order to execute different types of task in 3D space. Techniques are classified according to the tasks that they support.
Virtual reality in telerehabilitation An at-home stroke telerehabilitation service was developed using virtual reality haptics. Researchers from Rutgers University and Stanford University developed a virtual reality-based orthopedic telerehabilitation system.
3D user interaction Research in 3D interaction and 3D display began in the 1960s, pioneered by researchers like Ivan Sutherland, Fred Brooks, Bob Sproull, Andrew Ortony and Richard Feldman. But it was not until 1962 when Morton Heilig invented the Sensorama simulator. It provided 3D video feedback, as well motion, audio, and feedbacks to produce a virtual environment.
Virtual reality A number of unwanted symptoms have been caused by prolonged use of virtual reality, and these may have slowed proliferation of the technology. Virtual reality sickness (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Estimates for susceptibility range from one in every thirty to one in every two people. For women, rates are as high as four in five. Virtual reality sickness is different from motion sickness in that it can be caused by the visually induced perception of self-motion; real self-motion is not needed. It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation. A 2016 publication assessed the effects of exposure to 2D vs 3D dissection videos on nine pathology resident physicians, using self-reported physiologic symptoms. Watching the content in 3D vs 2D did not increase simulator sickness. Although the average simulator sickness questionnaire score did increase with time, statistical analysis does not suggest significance.