Creating user interfaces by demonstration
Creating user interfaces by demonstration
Sculpting: an interactive volumetric modeling technique
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
3DM: a three dimensional modeler using a head-mounted display
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Watch what I do: programming by demonstration
Watch what I do: programming by demonstration
KidSim: programming agents without a programming language
Communications of the ACM
KidSim: end user programming of simulations
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pavlov: programming by stimulus-response demonstration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pavlov: an interface builder for designing animated interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Software engineering of virtual worlds
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Visual Languages and Visual Programming
Visual Languages and Visual Programming
Design for presence: a structured approach to virtual reality system design
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
A dataflow representation for defining behaviours within virtual environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
ISAAC: A Virtual Environment Tool for the Interactive Construction of Virtual Worlds
ISAAC: A Virtual Environment Tool for the Interactive Construction of Virtual Worlds
Interaction techniques for common tasks in immersive virtual environments: design, evaluation, and application
The process of developments of systems with RV under the optic of IHC
Proceedings of the Latin American conference on Human-computer interaction
3D visual component based approach for immersive collaborative virtual environments
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
Immersive Authoring of Tangible Augmented Reality Applications
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Using keyboards with head mounted displays
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Immersive authoring: What You eXperience Is What You Get (WYXIWYG)
Communications of the ACM - Designing for the mobile device
Automatic adjustments for efficient and precise positioning and release of virtual objects
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Programming using dynamic system modeling VIA a 3D-based multimodeling framework
WSC '05 Proceedings of the 37th conference on Winter simulation
IntelligentBox as component based development system for body action 3D games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Immersive authoring of Tangible Augmented Reality content: A user study
Journal of Visual Languages and Computing
IEICE - Transactions on Information and Systems
Exploring the usability of immersive interactive storytelling
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
AVATAR: autonomous visual authoring of tangible augmented reality
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Component-based approach for prototyping of movie-based physical therapy games
Proceedings of the Workshop at SIGGRAPH Asia
An augmented reality-based authoring tool for E-learning applications
Multimedia Tools and Applications
Hi-index | 0.00 |
Development of virtual reality systems requires iterations of specification, implementation and evaluation. Since correct evaluations of immersive VR systems require the tedious process of wearing many devices, there exist both temporal and spatial gaps between the implementation and evaluation stage, and this usually causes delay and inefficiency in the development process. In order to overcome this gap, there have been several approaches to constructing or modeling the physical aspects of the virtual world (or objects) within the virtual environment. However, modeling their behaviors is still carried out in conventional (2D) programming environments.This paper proposes an interaction model, and interfaces for specifying (and modifying) object behavior, within the virtual environment, based on an underlying virtual object model. The interaction model follows the concept of programming by demonstration, and based on it, we have built a system called the PiP (Programming virtual object behavior in virtual reality Program) "in" which a user can create, modify, test, and save object behaviors. We illustrate examples of interactive virtual worlds constructed using the PiP, and discuss its merits and shortcomings as a content development platform.