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Using Large Displays for Virtual Environments

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Using a large projection screen as an alternative to head-mounted displays for ... Series, vol. 23. Eurographics Association, Aire-la-Ville, Switzerland, 197-207. ... – PowerPoint PPT presentation

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Title: Using Large Displays for Virtual Environments


1
Using Large Displays for Virtual Environments
  • Yonca Haciahmetoglu
  • CS6724 Display Wall User Interfaces
  • Spring 2006

2
Todays Papers
  • Patrick, E. et.al. (2000). Using a large
    projection screen as an alternative to
    head-mounted displays for virtual environments.
    Proceedings of the SIGCHI conference on Human
    factors in computing systems, pp. 478 485
  • Tan, D.S., Gergle, D., Scupelli, P., Pausch, R.
    (Accepted for publication, 2005). Physically
    Large Displays Improved Performance on Spatial
    Tasks. To appear in ACM TOCHI.
  • Bouguila, L., Ishii, M., and Sato, M. 2002.
    Realizing a new step-in-place locomotion
    interface for virtual environment with large
    display system. In Proceedings of the Workshop
    on Virtual Environments 2002 , ACM International
    Conference Proceeding Series, vol. 23.
    Eurographics Association, Aire-la-Ville,
    Switzerland, 197-207.

3
Paper I
  • Using a large projection screen as an
    alternative to head-mounted displays for virtual
    environments

4
Head Mounted Displays -HMDs
  • Immersive experience
  • - Cost
  • Large projection screens may be effective
    substitutes for immersive displays such as HMDs.
  • Differences in spatial knowledge in 3 viewing
    conditions
  • HMD
  • Large projection screen
  • Desktop monitor

5
Some points
  • Question the level of immersion actually needed
    for effective cognitive mapping
  • increasing field of view leads to perceptual,
    visual, and motor improvements in various
    navigation performance tasks
  • Overall, wider fields of view are desirable for a
    wide variety of spatial tasks
  • restricting field of view leads to perceptual,
    visual and motor decrements in various kinds of
    performance tasks

6
Spatial Knowledge
  • Acquisition of spatial knowledge
  • Landmark knowledge
  • Route knowledge
  • Survey knowledge
  • VR - educational and training tool
  • Provides an opportunity for people to gain
    spatial knowledge for an environment other than
    the one in which they are physically located

7
Spatial Cognition
  • Cognitive maps
  • internal, mental representations of spatial
    environment
  • A component of spatial knowledge
  • WHY is this internal representation important?
  • Basis for human interaction with the world,
    guiding peoples decisions and interactions.
  • HOW to build a cognitive map?
  • Paper map v.s.Cursory navigation through
    environment
  • Field of View
  • How much of the world can be seen at a time
  • has large impact on underestimating the distances
    both in real world and in VE
  • Smaller FOV - people think things are closer then
    they actually are

8
Immersion and Presence
  • Immersion
  • The feeling of isolation from the real world
  • movies (no interaction), games (high level of
    interaction)
  • Presence
  • The extent to which a persons cognitive and
    perceptual systems are tricked into believing
    they are somewhere other than their physical
    location.

9
Why (not) HMDs?
  • HMD
  • Can produce an experience high in immersion and
    presence
  • Most effective way to gain accurate spatial
    knowledge for a VE
  • Cognitive maps formed in HMD perform
    significantly better than cognitive maps learned
    by viewing VE on desktop monitor
  • Users spent more time looking around
  • WHY different than desktop monitor?
  • additional perceptual cues provided by peripheral
    vision
  • Peripheral vision plays critical role in learning
    the spatial layout of the environment - important
    for educational and military applications of VR
  • The ability to look around
  • Why not?
  • However may cause simulator sickness
  • Equipment is expensive and uninviting to use -
    neck strain

10
Experiment
  • 2 approaches for navigation
  • Participants are allowed to freely explore
  • Participants view a scripted presentation of a VE
  • Procedure
  • Standard spatial ability pretest
  • Surface Development Test
  • Exploration of two Ves
  • Practice VE - to learn how to use steering wheel,
    to get used to the landmarks
  • Experimental VE
  • Virtual amusement park - groundkeepers
  • Location and orientation of the entrance booths
  • Posttest to discover what participants could
    remember about locations of landmarks in the
    second VE
  • Foam squares representing the entrance booths
    placed on a white paper

11
Results
  • The hypothesis that the HMD condition should show
    better performance then large screen and desktop
    monitor was not supported
  • No significant difference between two conditions,
    but significantly different than desktop monitor
  • Earlier supporting results were due to additional
    display capabilities
  • Participants did not move their head that much
    while using HMD
  • Even with HMDs increased peripheral vision and
    capability to allow participant to freely look
    around, large screen still leaves participants
    with comparable spatial knowledge.

12
Results
  • Screen is more consistent and reliable
  • smaller variance, lower mean placement in error
    scores
  • Why Large screen outperformed HMD?
  • Images projected into big screen may appear more
    real - more accurate judgments of relative
    position
  • Large screens
  • have the potential for multi-user
  • Cost less
  • Does not require labor-intensive installations

13
Paper II
  • Physically Large Displays Improved Performance
    on Spatial Tasks

14
Overview
  • 4 experiments
  • comparing the performance of users working on
    large projected wall display to that of users
    working on standard desktop monitor
  • First 2 experiments
  • Large displays (even with constant visual angle)
    perform better on mental rotation tasks
  • Large displays are immersing users within problem
    space biasing them into using more efficient
    cognitive strategies
  • Next 2 experiments
  • To show the presence of these effects with more
    complex tasks, such as 3D navigation and mental
    map formation and memory

15
Questions
  • How physical affordances of the large displays
    fundamentally affect human perception and
    thought?
  • How does the size of the screen affect task
    performance?
  • Other factors (visual angle, resolution,
    brightness, contrast, color, and content) are
    held constant
  • Are the effects of large displays independent of
    other factors that may induce immersion or
    increase performance?
  • Wider FOV can increase immersion

16
General Setup for Experiments
  • 2 displays for each experiment
  • Resolution 1024x768
  • Frame rate 60Hz
  • Fixed FOV
  • Wider FOV causes wider retinal image, and slows
    the speed of rotation

17
Experiment 1
  • Why is the performance differ in spatial
    orientation tasks?
  • One explantion the choice of cognitive
    coordinate systems used to perform the task
  • Remember that there was no significant
    difference in reading task in an earlier work
  • Task mental rotation
  • presentation, degree of immersion, and level of
    performance have been extensively measured for
    those tasks
  • Guilford-Zimmerman test

18
Experiment 1 - Hypotheses
  • Hypothesis 1a
  • Simple instructions and training prior to the
    test are sufficient to bias users into adopting
    either the egocentric strategy or the exocentric
    one when they perform the task.
  • Hypothesis 1b
  • The egocentric strategy is more efficient than
    the exocentric one for this spatial orientation
    task.

19
Experiment 1- cont
  • Egocentric
  • First person view
  • Users imagine rotating their bodies within
    environment
  • Exocentric
  • Third-person view
  • Users imagine objects rotating around each other
    in space
  • Evidence in psychology research
  • Egocentric strategies are more efficient for real
    world tasks
  • Users become more immersed in the task on the
    large display - they were more likely to adopt
    the egocentric strategy
  • Egocentric rotations are quicker

20
Results
  • 2x3x2x2
  • display size, instruction type, position, gender
  • Users performed better when they used egocentric
    strategy than exocentric
  • Simple instructions and training were sufficient
    to bias users into adopting one or the other
    strategy
  • Display size affects the choice
  • In the absence of explicit strategy, user seem to
    have chosen an exocentric one when working with
    small displays, and an egocentric one when
    working with large displays

21
Experiment 2
  • Hypothesis 2
  • Large displays bias users into using egocentric
    strategies and do not increase performance on
    intrinsically exocentric tasks for which
    egocentric strategies are not useful.
  • Task type
  • Object-centric problems have been described as
    inherently exocentric
  • 2x2x2
  • Display size, position, gender

22
Results
  • Users performed no differently on any of those
    tasks whether using small or large display

23
Results- cont
  • There was no reason to believe that imagining
    their bodies within the problem space due to
    object-centric nature of the stimuli
  • We must be very careful in applying the findings
    as large display benefits only apply to tasks
    that can be performed more effectively using
    egocentric strategies
  • Next experiments
  • Incrementally increase the complexity of spatial
    abilities used in order to see if current effects
    continue to be robust
  • Use fairly rich dynamic 3D VE and incrementally
    increase the complexity by adding cues such as
    landmarks and textures in order to see how the
    effects hold up in presence of other cues
  • Test for the reliability of large display when
    the user actively interacts with the VE.

24
Experiment 3
  • Earlier work
  • Users perform 3D navigation tasks requiring path
    integration more efficiently on large displays
  • 3D navigation is a complex cognitive task
    requiring the use of a series of interrelated
    spatial abilities
  • This experiment
  • Include a mental map formation and memory task
  • The user explores the virtual world in order to
    build a cognitive map of the environment
  • The users then navigates to several targets as
    quickly as they can - using the cognitive map
    they build
  • 2x2 - display size, interactivity (passive
    viewing, active joystick)

25
Experiment 3 - Hypotheses
  • Hypothesis 3a
  • Users perform better in mental map formation and
    memory tasks when using physically large displays
    due to the increased likelihood that they adopt
    egocentric strategies.
  • Hypothesis 3b
  • Users perform better in the path integration task
    when they are interactively moving themselves
    through the virtual environment.
  • Hypothesis 3c
  • The effects induced by physical display size are
    independent of those induced by interactivity.

26
Experiment 3 - Results
  • Fairly complex task requiring the use of numerous
    spatial skills
  • Map formation and memory task benefited from
    having users adopt an egocentric frame of
    reference while navigating
  • Users benefited from active control
  • It helped users learn and remember environments
    more effectively
  • Effects of interactivity were still independent
    of effects induced by size.

27
Experiment 4
  • VEs in Experiment 3 were still fairly sterile and
    controlled.
  • They did not contain any landmarks or textures.
  • Can other factors contribute to effects observed
    before?
  • Hypothesis 4
  • Even in an environment crafted with cues such as
    distinct landmarks and rich textures to be
    realistic and memorable, users perform better in
    mental map formation and memory tasks when using
    physically large displays due to the increased
    likelihood that they adopt egocentric strategies.

28
Experiment 4 - design
  • 2x2 (display size, difficulty)
  • Learning phase (Active)
  • Recall phase

29
Experiment 4 - Results
  • Benefits of large displays are independent of the
    cues that may be used in real-world virtual
    environment to increase immersion and
    memorability, such as distinct landmarks and rich
    textures.

30
General Discussion
  • Physically large displays immerse users and bias
    them into adopting egocentric strategies
  • The effects caused by physically large displays
    seem to be independent of other factors that may
    induce immersion or increase performance
  • Large displays offer the potential to improve
    performance on a fairly broad range of taks.
  • It is interesting that these results exist at
    all
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