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Issues on 3D Interaction

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I/O devices for 3D interaction. performance and applicability ... possible to use physical props. more flexibility in interface mappings from input device to task ... – PowerPoint PPT presentation

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Title: Issues on 3D Interaction


1
Issues on 3D Interaction
  • ? ? ? (Namgyu Kim)
  • ngkim_at_postech.ac.kr

2
Overview
  • I/O devices for 3D interaction
  • performance and applicability
  • constraints each devices have for interaction
    design
  • Selection/Manipulation techniques
  • performance, usability and applicability
  • state-of-the art selection/manipulation
    techniques
  • Navigation techniques
  • performance, usability and applicability
  • travel and way-finding techniques

3
I/O for 3D Interaction
  • Output devices
  • visual displays
  • auditory output
  • tactile and haptic output
  • Input devices
  • discrete event devices
  • continuous event devices
  • combination devices
  • speech input

4
Visual Displays
  • Fully immersive displays
  • head mounted display(HMD) many HMDs
  • Semi immersive displays
  • arm mounted display BOOM
  • surround screen virtual environment CAVE
  • Non-immersive displays
  • projection-based ImmersaDesk, WorkBench
  • stereo monitor use shutter glasses

5
Interface Design (Visual Displays)
  • HMD
  • physical objects require a graphical
    representation
  • limits the types of input devices that can be
    used
  • BOOM-type
  • physical objects require a graphical
    representation
  • limits two-handed interaction
  • Other types
  • do not want the user to get too close to the
    screens (stereo vision)
  • possible to use physical props
  • more flexibility in interface mappings from input
    device to task
  • physical/graphical object conflicts

6
Auditory Output
  • Types
  • simple beep sound
  • iconic simple wave sound
  • natural sound recorded and synthesized(sound
    rendering)
  • Issues
  • localization and sonification
  • 3D/stereo sound, HRTF(Head Related Transfer
    Functions)
  • graphic and audio synchronization
  • setup methods headphone, speakers
  • Interface design
  • secondary user feedback
  • when to happen and where to look for
  • substitution effects

7
Tactile/Haptic Output
  • Main types
  • ground referenced Phantom
  • body referenced CyberGrasp
  • tactile CyberTouch
  • Issues
  • produce mechanical devices
  • Interface design
  • useful for manipulation
  • very intimidating
  • mimic real world interaction

8
Discrete Input Devices
  • Main features
  • generate one event at a time based on the user
  • examples
  • keyboard, pinch glove
  • Interface design
  • useful for discrete command interface

9
Continuous Input Devices
  • Trackers
  • types magnetic, mechanical, acoustic, inertial,
    vision/camera, hybrids
  • interface design
  • correspondence between physical and virtual
    worlds
  • Dataglove
  • gesture and posture communication

10
Combination Devices and Speech
  • Combination/Hybrid devices
  • mouse, joysticks, tablets, space mouse, ring
    mouse, fly mouse, BAT, Wand, Flex and Pinch
  • interface design
  • consider DOF for users interaction
  • Speech input
  • require more speech recognition technology
  • word-level user-independent
  • sentence-level more training, noise
  • interface design
  • very convenient input
  • ideal for multimodal interaction

11
Guidelines for choosing I/O
  • Think about what interaction techniques are
    required
  • Think about inter-restriction of input devices
    and output devices
  • Practically money is big factor
  • design restricted interaction techniques with
    given devices?
  • buy more advanced devices for implementing
    interaction techniques?
  • make new devices for accomplishing interaction
    techniques?
  • assume that
  • constraints of VR devices are disappeared in near
    future
  • basic 3D devices are proposed like 2D devices
  • design interaction techniques in basic 3D devices

12
Selection/Manipulation Techniques
  • Importance
  • using hand is only way to affect natural
    environment
  • major method of interaction in immersive VE
  • effectiveness of manipulation affects quality of
    whole VE interface
  • development of manipulation interfaces and
    techniques is difficult
  • Basic tasks
  • select, position and rotate(orientation)
  • Complex specific tasks
  • object size, required translation, amount of
    rotation, distance to object, etc

13
Design Objectives
  • Design techniques that
  • conform to input and output devices used
  • are effective for manipulation in required task
    conditions
  • object distance within/outside the reach
  • object sizes small objects, large objects, flat
    objects, etc
  • required manipulation accuracy
  • allow high user performance and usability
  • are natural and intuitive
  • conform to external constraints (usefulness)

14
Manipulation Techniques (1)
  • the most natural
  • limited area of reach
  • at any distance
  • natural, requires little effort
  • difficult to select small objects and far away
    objects
  • position and rotation constrained

Simple Virtual Hand
Ray-casting (Bolt, 1980)
Advantages
Disadvantages
Poupyrev et al. 1996 P-37
Bowman et al. 1996 P-4
15
Manipulation Techniques (2)
  • selection of small objects is easier at any
    distance
  • disambiguation is needed if several objects fall
    in spotlight
  • interactive object disambiguation
  • manipulation is still difficult

Spotlight (Liang, 1994)
Aperture (Forsberg, 1996)
Advantages
Disadvantages
Liang et al. 1994 C-16
Forsberg et al. 1996 P-23
16
Manipulation Techniques (3)
  • easy selection (on image plane)
  • manipulation is difficult
  • controls distance in manipulation
  • needs extra control devices

Sticky Finger (Pierce, 1994)
Fishing reel (Bowman, 1997)
Advantages
Disadvantages
Pierce et al. 1996 P-25
Bowman et al. 1996 P-4
17
Manipulation Techniques (4)
  • a large range of distances
  • intuitive
  • manipulation range is still limited
  • overshoot with large distance
  • seamless 6DOF manipulation with a large range of
    distance
  • natural manipulation within reach
  • do not notice actual scaling
  • outward object movement is difficult

Go-Go (Poupyrev , 1996)
Scaled-world grab (Mine , 1997)
Advantages
Disadvantages
Mine et al. 1997 P-44
Poupyrev et al. 1996 P-37
18
Manipulation Techniques (5)
  • allows 6DOF manipulation at any distance
  • difficult to precisely manipulate small objects
    in WIM

World-in-Miniature (Stoakley, 1995)
Others(?, 1999)
Advantages
Disadvantages
Stoakley et al. 1995 P-34
19
Design Guidelines
  • Practice
  • eliminate extraneous degree of freedom by
    implementing only those dimensions which users
    perceive as being related to given tasks
  • free moving tracked gloves may be more useful
    when implemented as position controllers
  • Considerations
  • create new and re-examine existing techniques for
    emerging input and output devices
  • Integrate techniques
  • how to combine multiple techniques in complex
    manipulation scenarios?
  • create standards and guidelines

20
Navigation Techniques
  • Way-Finding
  • cognitive process of defining path through an
    environment, using acquired spatial knowledge,
    helped by artificial cues
  • Travel
  • motor component of navigation
  • Problem
  • way-finding different abilities to orient
    oneself in an environment
  • travel exploration, search, maneuvering
  • way-finding ? search task in travel ?
  • cognitive issues are important in way-finding

21
Navigation Tasks
  • Types
  • exploration no specific target
  • build knowledge of environment
  • search
  • naïve search without knowing the position of
    the target
  • primed search with knowing the position of the
    target
  • build layout knowledge
  • maneuvering
  • travel to position viewpoint for task
  • short movements

22
Cognitive Map
  • Survey knowledge
  • topological knowledge of an environment
  • object locations, inter-object distances, object
    orientations
  • map-like, hierarchical nature
  • Procedural knowledge
  • the sequences of actions required to follow a
    certain path
  • Landmark knowledge
  • visual attributes of an environment
  • shape, size and texture

23
Reference frames
  • Egocentric reference frame
  • being in the center of space
  • position, orientation, movement of object with
    respect to position and orientation of the eyes,
    head, body, proprioceptive
  • non-visual sense of body parts
  • visual visual location of body parts
  • intersensory combination of two sense
  • Exocentric reference frame
  • looking from the outside, objects as center
  • position, orientation and shape are defined to
    coordinates external to body

24
Navigation Techniques (1)
  • viewpoint person in context
  • good for path planning
  • occludes environment
  • less useful for large-scale environ.
  • 3D landmarks world guidebooks
  • avoiding occlusion
  • additive viewpoint and world selection

World-in-Miniature (Stoakley, 1995)
Worldlet (Elvins, 1997)
Advantages
Disadvantages
Elvins et al. 1995 p-84
Stoakley et al. 1995 P-34
25
Navigation Techniques (2)
  • Steering direction and velocity
  • hand-directed
  • gaze-directed
  • physical devices (steering wheel, flight sticks)
  • Target-based
  • point at object, list of coordinates
  • Route planning
  • place markers in world

Mine, 1995 P-40
26
Design Guidelines
  • Practice
  • make simple travel tasks simple
  • provide multiple techniques to support different
    tasks
  • use graceful transitional motions if overall
    environment context is important
  • train users in sophisticated strategies to help
    them acquire survey knowledge
  • consider integrated interaction techniques if
    travel is used in the context of another task
  • Considerations
  • there is one optimal travel technique for VEs?
  • a natural technique will always exhibit more
    performance, usability, and applicability than
    other technique?
  • way-finding is dependent on exposure time?
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