he architectural walkthrough-one of the earliest virtual environment (VE) applications-is still the canonical example of a VE system with effects outside the research laboratory. In an architectural walkthrough, users get a dynamic, interactive view of a 3D architectural model. Because users are immersed, they can understand the space's layout, scale, and aesthetics more effectively. Walkthroughs often aim to help users evaluate a design. In most cases, users will suggest modifications as a result of the walkthrough. With a standard VE walkthrough, changes can only be made in CAD softwareoutside the virtual space-causing a lengthy design cycle. If users can propose changes while immersed in the space, why can't they effect those changes immediately, so that results appear instantly? This is precisely the idea of immersive design. Not only can users of an immersive design application view the space interactively, they can also change the position, orientation, scale, shape, color, or texture of features within the space. With a usable immersive design system, the design process should become more efficient and satisfying. Unfortunately, most virtual design environments do have some problems. First, the task is not well constrained. A wide range of user actions exist, and users generally specify six degrees of freedom (DOF) simultaneously. Second, design often requires precise input and output, which are inherently difficult in immersive VEs. Displays such as head-mounted displays (HMDs) may have low resolution or a narrow field of view, and input generally is limited to trackers, gloves, and button devices. Finally, designers aren't accustomed to designing in a 3D space. The early stages of design almost always occur in 2D (paper or computer-based), with 3D only used near the end of the process. Early immersive design systems such as 3DM, 1 Isaac, 2 and the Conceptual Design Space 3 showed the promise-but also the problems-of the paradigm. These applications attempted to act as generalized geometric modelers or scene builders, allowing full user control of object features. To make such systems usable, their makers took great care in designing interactions and constraints. Even then, it was difficult to produce interesting designs with such applications. Here we present an immersive design application for educational use that takes a different approach. First, we focus on the small, highly specific domain of animal habitat design. Second, the system's users don't have a blank slate-they begin with an existing design. Finally, the design tools don't allow general manipulation of all design features. Instead, they're task-specific and well constrained.
The Virtual Habitat REF used domain-specific interaction techniques to allow users to modify the design of an existing animal habitat.
Designing Animal Habitats within an Immersive VE
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Computer Science