Collaborative Research: HCC: Small: RUI: Drawing from Life in Extended Reality: Advancing and Teaching Cross-Reality User Interfaces for Observational 3D Sketching
合作研究:HCC:小型:RUI:从扩展现实中的生活中汲取灵感:推进和教授用于观察 3D 草图绘制的跨现实用户界面
基本信息
- 批准号:2326998
- 负责人:
- 金额:$ 40万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2023
- 资助国家:美国
- 起止时间:2023-09-15 至 2026-08-31
- 项目状态:未结题
- 来源:
- 关键词:
项目摘要
This project advances the science of how people work effectively and creatively within future computing environments that span the real world, virtual reality (VR), and mixed digital+physical spaces in between. Since drawing is fundamental to creative work across many disciplines (e.g., product design, architecture, engineering, art), the investigators focus on the emerging medium of 3D drawing, a form of computer-aided drawing where sweeping movements of a 3D-tracked pen are used to create virtual 3D drawings that appear to float in the air. In the hands of artists, architects, product designers, engineers, and others, virtual reality 3D drawing technologies have already led to exciting new design processes and products. However, despite some early successes and the great potential, 3D drawing, like so many other early applications of VR, remains limited when compared to the physical, real-world counterpart of traditional drawing. Take, for example, the way artists and product designers are taught to draw; learning to draw in the real world starts with learning to see, i.e., making careful observations of a subject. For advanced drawers, real-world drawing from observation is even a way to study a subject, a mode of inquiry. Yet, creative work in virtual environments takes the opposite approach, users have powerful tools and an endless 3D canvas, but no means of connecting these to their notes, sketches, models, experiments, and other real-world artifacts. This project presents a new vision for 3D drawing that makes it applicable to impactful work with real-world subjects (e.g., scientists working in the laboratory or the field, engineers conducting a design review, artists working for social change). The key approach is to re-center 3D drawing, and other creative tasks typically performed in virtual environments, on the foundational skill of careful observation. Specifically, the project develops new Augmented- and Mixed-Reality (AR and MR) tools for making observations from multiple perspectives and using those observations to create 3D drawings. The success of these foundational tools is assessed in lab-based user studies. The integrated educational program creates college courses and educational materials to train students in these new cross-reality modes of working and build capacity among potential 3D drawing instructors for teaching this new style of observational 3D drawing in AR. Undergraduate students in both computer science and art/design disciplines are trained as key members of the interdisciplinary research team.Prior research on 3D drawing has made 3D pens more controllable and led to many exciting software tools, but none of them help people to work across realities to draw what they see. This project creates novel user interface techniques and viewpoint entropy algorithms for making observations (e.g., judging relative proportion, angles, and negative space) by identifying, visualizing, and navigating the most useful viewpoints for observations of a real-world subject. It also develops spatial user interfaces for translating observations into hand-drawn 3D forms with hybrid 2D+3D sketching interfaces and computer graphics sketch-based 3D modeling algorithms. The deep focus on real-world observation makes the proposed techniques ideal examples of emerging research on cross-reality user interfaces that support seamless transitions between reality, virtuality, and mixed spaces in between. The project includes a tightly integrated educational plan, and the novel systems developed will be deployed in classrooms at multiple institutions. The success and potential of the new technologies and educational modules developed will be assessed through a combination of lab- and classroom-based user studies. This research effort will open the door to using 3D drawing as a mode of inquiry to leverage drawing's expressive power for representing the world around us.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
该项目推动了人们如何在跨越现实世界,虚拟现实(VR)和混合数字+物理空间的未来计算环境中有效和创造性地工作的科学。由于绘画是许多学科(例如产品设计,建筑,工程,艺术)的创造性工作的基础,因此研究人员专注于3D图纸的新兴媒介,这是一种计算机辅助绘图的形式,其中3D跟踪笔的清晰动作用于创建在空气中浮动的虚拟图纸。虚拟现实3D绘图技术在艺术家,建筑师,产品设计师,工程师和其他人的手中已经导致了令人兴奋的新设计过程和产品。然而,尽管与VR的许多其他早期应用一样,尽管与传统绘画的物理现实世界相比,尽管VR的许多其他早期应用与VR的许多其他早期应用一样,3D绘图仍然有限。以教导艺术家和产品设计师的绘画方式为例;学会在现实世界中汲取灵感始于学习看,即对一个主题进行仔细的观察。对于高级抽屉,从观察到的现实世界绘图甚至是一种研究主题的一种方法,一种探究方式。然而,虚拟环境中的创意工作采用了相反的方法,用户拥有强大的工具和无尽的3D画布,但是没有将这些工具与笔记,草图,模型,实验和其他现实世界中的人工制品联系起来。该项目为3D图提供了一个新的愿景,使其适用于与现实世界主题的有影响力的工作(例如,在实验室或领域工作的科学家,进行设计评论的工程师,为社会变革工作的艺术家)。关键方法是重新中心3D图纸,以及通常在虚拟环境中执行的其他创造性任务,这些任务是仔细观察的基础技能。具体而言,该项目开发了新的增强和混合现实(AR和MR)工具,用于从多个角度进行观察,并使用这些观察值创建3D图纸。这些基础工具的成功是在基于实验室的用户研究中评估的。综合教育计划创建了大学课程和教育材料,以在这些新的跨真实性模式和建立能力的新型3D绘图讲师中培训学生,以教授这种新型的AR观察性3D图纸。计算机科学和艺术/设计学科的本科生是跨学科研究团队的关键成员的培训。对3D图纸的研究使3D钢笔变得更加可控制,并带来了许多令人兴奋的软件工具,但是它们都没有帮助人们跨现实工作以绘制他们所看到的东西。该项目创建了新颖的用户界面技术和观点熵算法,用于通过识别,可视化和导航现实世界主题观察的最有用的观点来进行观察(例如,判断相对比例,角度和负空间)。它还开发了空间用户界面,用于将观测值转化为带有混合2D+3D素描接口的手绘3D表单和基于计算机图形的3D建模算法。对现实世界观察的深刻关注使得提出的技术的理想示例是对交叉真实用户界面的新兴研究,这些界面支持现实,虚拟性和介于两者之间的混合空间之间的无缝过渡。该项目包括一个紧密整合的教育计划,开发的新型系统将部署在多个机构的教室中。开发的新技术和教育模块的成功和潜力将通过实验室和基于课堂的用户研究的结合进行评估。这项研究工作将为使用3D图作为探究模式打开大门,以利用图形的表达能力来代表我们周围的世界。该奖项反映了NSF的法定任务,并被认为是值得通过基金会的知识分子和更广泛影响的评估审查标准来通过评估来支持的。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Daniel Keefe其他文献
Posterior bony humeral avulsion of glenohumeral ligament with reverse bony Bankart lesion
- DOI:
10.1016/j.jse.2008.09.014 - 发表时间:
2009-05-01 - 期刊:
- 影响因子:
- 作者:
Lina Chen;Daniel Keefe;John Park;Donald Resnick - 通讯作者:
Donald Resnick
Managing Data Quality in Observational Citizen Science.
管理观察性公民科学中的数据质量。
- DOI:
- 发表时间:
2017 - 期刊:
- 影响因子:0
- 作者:
Loren G. Terveen;Haiyi Zhu;Yuqing Ren;Daniel Keefe - 通讯作者:
Daniel Keefe
Professional advancement, performance, and injury characteristics of baseball players entering the Major League Baseball draft after treatment for shoulder injuries
- DOI:
10.1016/j.jse.2018.07.027 - 发表时间:
2019-02-01 - 期刊:
- 影响因子:
- 作者:
Aakash Chauhan;Jason H. Tam;Anthony J. Porter;Sravya Challa;Samuel Early;John D'Angelo;Daniel Keefe;Heinz Hoenecke;Jan Fronek - 通讯作者:
Jan Fronek
Daniel Keefe的其他文献
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{{ truncateString('Daniel Keefe', 18)}}的其他基金
CHS: Medium: Collaborative Research: Sculpting Visualizations: Toward a Practice and Theory of 3D Scientific Visualizations Using Physical Objects and Augmented Reality
CHS:媒介:协作研究:雕刻可视化:利用物理对象和增强现实实现 3D 科学可视化的实践和理论
- 批准号:
1704604 - 财政年份:2017
- 资助金额:
$ 40万 - 项目类别:
Continuing Grant
WORKSHOP: IEEE VR 2014 Doctoral Consortium
研讨会:IEEE VR 2014 博士联盟
- 批准号:
1416888 - 财政年份:2013
- 资助金额:
$ 40万 - 项目类别:
Standard Grant
BIGDATA: Small: DA: Coupling Data-Intensive Modeling, Simulation, and Visualization with Human Facilities for Design: Applications to Next-Generation Medical Device Prototyping
大数据:小:DA:将数据密集型建模、仿真和可视化与人类设计设施相结合:在下一代医疗设备原型设计中的应用
- 批准号:
1251069 - 财政年份:2013
- 资助金额:
$ 40万 - 项目类别:
Standard Grant
CGV: Small: Visualization by Sketching, Analogy, and Computational Creativity
CGV:小:通过草图、类比和计算创造力进行可视化
- 批准号:
1218058 - 财政年份:2012
- 资助金额:
$ 40万 - 项目类别:
Standard Grant
CAREER: Picturing Motion: Analyzing Multidimensional Time-Varying Data through Perceptually Accurate Exploratory Visualization
职业:描绘运动:通过感知准确的探索性可视化分析多维时变数据
- 批准号:
1054783 - 财政年份:2011
- 资助金额:
$ 40万 - 项目类别:
Continuing Grant
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2310757 - 财政年份:2023
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