3D Manipulation Device Based on Z-direction Moves of the Intersection of Two-Eye View Directions

The 3D virtual world gives new interaction between human and computers. To make it easier to point a 3D object in the virtual world, existing methods like PUPA6-337756 use the intersection of two-eye view directions. They allow users to point objects not using conventional pointing devices such as keyboards and mice. However, they assume that the intersection should be on the surface of objects. In contrast, presented approach gives more instinctive and immediate interactions using Z-direction moves of the intersection of two-eye view directions.
In the aforementioned methods, the pixel (or pixels when using a two-eye display) at the intersection of two-eye view directions is a point the user is looking at. Such a point usually goes on the surface of an object. However, the two-eye view directions don’t necessarily intersect at the pixel (or pixels of two screens that correspond to the same point when using a two-eye display). As described in the figure 1, the two-eye view directions may cross the different pixels and intersect at a far point (in the center), or also cross the different pixels and intersect at a near point (on the right). The users’ viewpoints thus move in the Z-direction. Our problem to be solved is then detecting such movements in the Z-direction to trigger actions associated to an object the user is looking at or user’s current activity.

By: Akira Koseki, Kiyokuni Kawachiya

Published in: RT0859 in 2009


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