Assistance to 3D interaction in Virtual Reality environments by semantic reasoning and context consciousness

Tasks in immersive virtual environments are associated with 3D interaction techniques and devices (e.g. the selection of 3D objects with the virtual hand and a flystick). As environments and tasks become more and more complex, techniques can not remain the same for each application, even for every situations of a single application. A solution is to adapt the interaction depending on the situation in order to increase usability. These adaptations can be done manually by the designer or the user, or automatically by the system thus creating an adaptative interaction. Formalisation of such assistance needs the management of pertinent information regarding the situation. Those items of information make the context emerge from the interaction. The adaptative assistance obtained by reasoning on this information is then context-aware. Numerous possibilities can be used to build one. Our objective is a context management that preserves its high degrees of expressiveness and evolutivity while being easy to plug in. We have built a model for this issue using conceptual graphs based on an ontology and managed externally with a first order logic engine. The engine is generic and uses a knowledge base with facts and rules which can be dynamically changed. We have added a confidence notion, in order to establish a situation similarity to the knowledge base. Reactions' confidences are compared to their impacts so as to keep only the pertinent ones while avoiding user overload. Applications have tools that can be controlled by the engine. Sensors are used to extract semantic information for the context. Effectors are used to act upon the application and to have adaptations. A tools set and a knowledge base have been created for 3D interaction. Numerous steps have been added in the knowledge base to obtain good combinations and a reasoning independent from specific tools. Our first applications shows the situation understanding, including user interests and difficulties, and the triggering of pertinent assistances. An off-line study illustrates the access and evolution of the internal engine steps. The built generic semantic reasoning is expressive, understandable, extensive and modifiable dynamically. For 3D interaction, it allows universal assistances for the user that can be automatic, punctual or manual and off-line activities or conceptions analysis for the designers.

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Source https://theses.hal.science/tel-00903529
Author Dennemont, Yannick
Maintainer CCSD
Last Updated May 8, 2026, 06:41 (UTC)
Created May 8, 2026, 06:41 (UTC)
Identifier tel-00903529
Language fr
Rights https://about.hal.science/hal-authorisation-v1/
contributor Informatique, Biologie Intégrative et Systèmes Complexes (IBISC) ; Université d'Évry-Val-d'Essonne (UEVE)
creator Dennemont, Yannick
date 2013-07-08T00:00:00
harvest_object_id 21606fb2-beb5-4b2b-924f-e78314614b74
harvest_source_id 3374d638-d20b-4672-ba96-a23232d55657
harvest_source_title test moissonnage SELUNE
metadata_modified 2025-08-12T00:00:00
set_spec type:THESE