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Published on: December 18, 2014
Dense and dynamic 3D selection for game-based virtual environments
Jeffrey Cashion1, Chadwick Wingrave, Joseph J LaViola
1University of Central Florida, USA. jcashion@knights.ucf.edu
Improving 3D object selection in games requires adapting techniques for dense, dynamic environments. Small modifications to existing methods like Raycasting and SQUAD significantly boost performance in challenging scenarios.
Area of Science:
- Human-Computer Interaction
- Computer Graphics and Visualization
- Virtual Reality and Gaming
Background:
- 3D object selection is challenging in dense, occluded, or dynamic virtual environments.
- Existing selection techniques and guidelines are often based on sparse, static conditions.
- Video games frequently feature dense, dynamic object interactions, necessitating revised selection approaches.
Purpose of the Study:
- To compare the performance of four 3D object selection techniques under varying object density and motion dynamics.
- To investigate the effectiveness of iterative design in enhancing existing selection methods for game-like environments.
Main Methods:
- Comparative study of four selection techniques: Raycasting, SQUAD, and two novel variations (Zoom, Expand).
- Evaluation across five scenarios with manipulated object density and motion dynamics.
- Iterative design process used to develop Zoom and Expand techniques.
Main Results:
- Raycasting and SQUAD showed limitations in speed and accuracy within dense and dynamic settings.
- Modified techniques (Zoom and Expand) demonstrated significant performance improvements over baseline methods.
- Iterative refinement of existing techniques proved effective for optimizing 3D selection.
Conclusions:
- Standard 3D selection techniques require adaptation for the complexities of game environments.
- Minor modifications ('flavoring') to established techniques can substantially enhance usability and performance.
- Further research into optimized 3D selection for interactive applications is warranted.
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