Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virtual Environments - PowerPoint PPT Presentation

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Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virtual Environments

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Evaluating Motion Constraints for 3D Wayfinding in Immersive ... Solution: Motion constraints. User study. Results and discussion. Conclusions and future work ... – PowerPoint PPT presentation

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Title: Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virtual Environments


1
Evaluating Motion Constraints for 3D Wayfinding
in Immersive and Desktop Virtual Environments
CHI 2008 Florence, Italy
  • Niklas Elmqvistelm_at_lri.fr

M. Eduard Tudoreanumetudoreanu_at_ualr.edu
Philippas Tsigastsigas_at_chalmers.se
2
The Challenge
vs
  • 3D motion constraints!

3
Outline
  • Problem
  • Design space Wayfinding in 3D
  • Solution Motion constraints
  • User study
  • Results and discussion
  • Conclusions and future work

4
Problem
  • Wayfinding navigation to solve specific task
  • Performed on cognitive map
  • Poor map leads to poor performance
  • Objective support wayfinding by aiding cognitive
    map building
  • Motion constraints and guides
  • Example sightseeing tour of new city

5
Virtual vs. Physical Worlds
  • Why is wayfinding more difficult in virtual
    worlds?
  • Low visual fidelity
  • Mouse and keyboard poorly mapped to 3D navigation
  • Lack of sensorial cues
  • High cognitive load on users

6
Reducing Cognitive Load
  • Method Immersive Virtual Reality
  • Full 3D input
  • Full 3D output
  • But No widespread use, expensive (?)
  • Mouse and keyboard are standard
  • Even for 3D games!

7
Cognitive Maps
Montmartre
Airport (CDG)
?
Louvre
Notre Dame
Tour Eiffel
Hotel
8
Supporting Cognitive Maps
  • Global coverage
  • Expose viewer to whole environment
  • Continuous motion
  • Support spatial relations
  • Local control
  • Learning by doing

9
3D Motion Constraints
  • Tour-based motion constraints
  • Spring-based control
  • Smooth animation

10
User Study
  • Predictions
  • P1 Guiding navigation helps wayfinding
  • P2 User control will improve familiarization
  • P3 More improvement for desktop
  • Controlled experiment
  • Two experiment sites
  • 35 participants
  • 16 (4 female) on desktop computer
  • 19 (2 female) on CAVE system

11
Experimental Conditions
  • Platform (BS) desktop or CAVE
  • Navigation (BS/WS) free, follow, spring
  • Scenario (WS) outdoor, indoor, infoscape,
    conetree
  • Collect distance, error, and time

12
Procedure
  • Phase I Familiarization
  • Create cognitive map (5 minutes)
  • Supported by guidance technique
  • Three target object types
  • Phase II Recall
  • Locate two targets on overhead map
  • Phase III Evaluation
  • Collect target in world
  • No navigation guidance

13
Results
  • Navigation method
  • Free navigation CAVE better
  • Motion constraints desktop significantly better
    (p lt 0.05)

14
Results (contd)
  • Desktop platform
  • Spring-based guidance gave better accuracy than
    other methods
  • Navigation guidance more efficient than none

15
Discussion
  • Unaided navigation easier in CAVE
  • Guidance improved performance (P1)
  • Guidance reduces cognitive load
  • Local control improved accuracy (P2)
  • Learning by doing works for desktops
  • CAVE performed worse with guidance
  • Motion constraints work against
  • Partial confirmation of P3

16
Conclusions and Future Work
  • Navigation guidance based on tours
  • Improve cognitive map building
  • Improve visual search
  • Evaluation on desktop and CAVE
  • Navigation guidance on desktop outperforms CAVE
  • Less focus on interaction mechanics

17
Questions?
  • Main findings
  • Free-flight best on immersive platforms
  • Motion guidance helped desktop users outperform
    CAVE users
  • Allowing local deviations improved correctness
    for desktop
  • Contact information
  • Niklas Elmqvist(elm_at_lri.fr)
  • Edi Tudoreanu (metudoreanu_at_ualr.fr)
  • Philippas Tsigas (tsigas_at_chalmers.se)
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