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Interaction in Virtual Environments

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Interaction in Virtual Environments Benjamin Lok This Lecture contains notes created by Doug Bowman Virginia Tech Sherman & Craig, pp. 332-363 3D Interfaces We live ... – PowerPoint PPT presentation

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Title: Interaction in Virtual Environments


1
Interaction in Virtual Environments
  • Benjamin Lok

This Lecture contains notes created by Doug
Bowman Virginia Tech Sherman Craig, pp. 332-363
2
3D Interfaces
  • We live in a 3D world
  • Natural interfaces are better
  • Therefore 3D interfaces will be the ultimate
  • Whats wrong with the above?
  • Natural interfaces arent always better!
  • Making the interface simple (thus unnatural)
    often aids performance
  • Constrains movement
  • Limiting possible actions
  • Depends on application and goal of the user
    interface
  • Surgery simulation
  • Military simulation (general vs. soldier
    training)
  • Architecture, education, product design
  • Video games

3
3D Interfaces
  • What we really want are enhanced interfaces
  • Give us powers we dont normally have
  • Flying, x-ray vision, teleportation, undo, etc.
  • Be careful we dont become overzealous
  • Air traffic control 3D display
  • Library interfaces using a books on shelves (what
    is it good for? What is it poor for?)
  • Hurts performance
  • Study results 3D Bar charts dont help
  • So what is helped by 3D?

4
Good 3D
  • Social interfaces 3D can be very powerful
  • MMORPG (EveQuest)
  • ActivedWorlds
  • The Sims Online
  • Experiences
  • Art gallary
  • 3D Desktops (Macs latest)
  • Office metaphors did not take off (BOB, Task
    Gallary)
  • 3D Webbrowsing. Sure you can arrange 16 web
    pages spatially, but why?
  • Compromises to provide 3D interfaces might be
    undermine usability
  • Think RTS games
  • Discussion Is the interface holding back 3D?

5
3D Interfaces
  • Use occlusion, shadows, perspective carefully
  • Improves use of spatial memory (Ark 98)
  • Distracting and confusing
  • Minimize navigation steps
  • Keep text readable (good contrast, 30 degree tilt
    max)
  • Simple user movement (why lock to a floor?)
    Descent vs Quake
  • Prevent Errors (put in guides to help)
  • Simplify object movement (connecting two parts,
    for example, can be abstracted most of the time)
  • Organize groups of items into alignments that
    facilitate visual search and recall (allow user
    choice)

6
3D Interface Development
  • Developments that show promise
  • 3D sound
  • Stereo display (Ware and Frank 96)
  • Haptic feedback (mouse)
  • 3D can help by
  • Provide overviews to see big picture
  • Rapid teleportation (context shifts)
  • Zooming (aid disabled)
  • Multiple coordinated views (3dsmax)
  • 3D icons can represent abstract or recognizable
    concepts

7
Teleoperation
  • Combines
  • Direct Manipulation
  • Process Control
  • Human operators control physical processes in
    complex environments
  • Example applications Mars rover control, flying
    airplanes (Predator), manufacturing, medicine
    (surgery)
  • Supervisory control (Sheridan 92)
  • Different levels of human control (automation)

8
Teleoperation
  • Direct Manipulation Issues
  • Adequate feedback (data quality, latency
    (transmission and operation delays), incomplete,
    interference)
  • Presence
  • Point and click or more natural interaction vs.
    typing
  • Example project Nanomanipulator (show video)

9
VR Interaction
  • Trying to simulate reality or an experience
  • Training, Learning, Exploring
  • Expensive
  • Dangerous
  • Logistically Difficult
  • Best interaction?
  • Flight simulators (they can cost 10 mil, but
    thats still a good deal!)
  • Why?
  • Why do video game flight sims not cut it? (only
    40!)
  • Okay, we have monitors that show 3D worlds, what
    else do we possibly need?

10
Why 3D interaction?
  • 3D / VE apps. should be useful
  • Immersion
  • Natural skills
  • Immediacy of visualization
  • But, current VE apps are
  • Not complex interactively
  • Have serious usability problems

11
What makes 3D interaction difficult?
  • Spatial input
  • Lack of constraints
  • Lack of standards
  • Lack of tools
  • Lack of precision
  • Fatigue
  • Layout more complex
  • Perception

Youve seen this in creating Project 2!
12
Lets look at this example (ISAAC)
13
Universal interaction tasks
  • Navigation
  • Travel motor component
  • Wayfinding cognitive component
  • Selection
  • Manipulation
  • System control

14
Goals of interaction design
  • Performance (efficiency, accuracy, productivity)
  • Usability (ease of use, ease of learning, user
    comfort)
  • Usefulness (users focus on tasks, interaction
    helps users meet system goals)

15
Philosophies of interaction design
  • Artistic approach
  • Intuition about users, tasks
  • Heuristics, metaphors
  • Aesthetics
  • Adaptation
  • Scientific approach
  • Formal analysis
  • Formal evaluation
  • Performance requirements

16
Travel
  • Motor component of navigation
  • Movement between 2 locations, setting the
    position (and orientation) of the users
    viewpoint
  • Most basic and common VE interaction technique
  • Used in almost any large-scale VE

17
Types of Travel Tasks
  • Exploration
  • Travel which has no specific target
  • Build knowledge of environment
  • Search
  • Naive travel to find a target whose position is
    not known
  • Primed travel to a target whose position is
    known
  • Build layout knowledge
  • Move to task location
  • Maneuvering
  • Travel to position viewpoint for task
  • Short, precise movements

18
Steering metaphor
  • Continuous specification of direction of motion
  • Gaze-directed
  • Pointing
  • Physical device (steering wheel, flight stick)

19
Target-based metaphor
  • Discrete specification of goal
  • Point at object
  • Choose from list
  • Enter coordinates
  • E.g. Google Earth

20
Route-planning metaphor
  • One time specification of path
  • Place markers in world
  • Move icon on map
  • Manual manipulation of viewpoint
  • Camera in hand
  • Fixed object manipulation

21
Natural travel metaphors
  • Walking techniques
  • Treadmills
  • Bicycles
  • Other physical motion
  • VMC / Magic carpet
  • Disneys river raft ride
  • Simulation of flying

22
Technique classification
Target specification Route specification Continuou
s specification
Start to move
position
Indicate position
velocity
Travel
acceleration
Indicate orientation
Stop moving
23
Alternate Technique classification
gaze-directed pointing physical props
Direction/Target Selection
gesture slow in, slow out physical props
Velocity/Accel. Selection
Travel
start/stop buttons automatic start/stop constant
movement
Conditions of Input
Ontologies by Bowman99 and Hand97
24
Evaluation results
  • Steering techniques have similar performance on
    absolute motion tasks
  • Non-head-coupled steering better for relative
    motion
  • Teleportation can lead to significant
    disorientation
  • Environment complexity affects information
    gathering
  • Travel interaction technique and users
    strategies affect spatial orientation

25
Evaluation results 3
  • Manipulation-based techniques efficient for
    relative motion
  • Manipulation-based techniques not requiring an
    object efficient for search, but tiring
  • Steering techniques best for naïve and primed
    search
  • Map-based techniques not effective in unfamiliar
    environments, or when any precision is required

26
Myths
  • There is one optimal travel technique for VEs.
  • A natural technique will always be better than
    another technique.
  • Desktop 3D, workbench, and CAVE applications
    should use the same travel ITs as HMD-based VEs.

27
Design guidelines
  • Make simple travel tasks simple (target-based
    techniques for motion to an object, steering
    techniques for search).
  • Provide multiple travel techniques to support
    different travel tasks in the same application.

28
More design guidelines
  • Use transitional motions if overall environment
    context is important.
  • Train users in sophisticated strategies to help
    them acquire survey knowledge.
  • Consider integrated (cross-task) ITs if travel
    is used in the context of another task (e.g.
    manipulation).

29
Wayfinding
  • Cognitive process of defining a path through an
    environment using and acquiring spatial knowledge
  • 6DOF makes wayfinding hard
  • Human beings have different abilities to orient
    themselves in an environment
  • Observing wayfinding as a decision making process

30
Wayfinding tasks
  • General, explorative search Search without
    target
  • Naïve search target position unknown
  • Primed search target seen before (known)
  • Specified trajectory movement Predefined path

31
Cognitive Map
  • During wayfinding, a person makes use of three
    kinds of knowledge to built up a cognitive map of
    the environment
  • Landmark knowledge
  • Procedural knowledge
  • Survey knowledge

32
Reference frames
  • Egocentric reference frame position,
    orientation, movement of object with respect to
    position and orientation of the
  • eyes
  • head
  • body
  • Exocentric reference frame position, orientation
    and movement are defined in coordinates external
    to body
  • object shape
  • object orientation
  • object motion

33
Travel technique effects
  • Steering technique with good strategy helps
    spatial orientation
  • A good travel technique will integrate aids to
    wayfinding
  • Jumping between points disturbs spatial
    orientation

34
Support of spatial knowledge acquisition
  • Allow a wide field of view
  • Provide motion cues for judging depth and
    direction of movement
  • Audio could enhance visual spatial perception
  • Support sense of presence it could strengthen
    the construction of a cognitive map

35
Support of spatial knowledge acquisition
  • Design legible environments - allow the user to
    easily see the spatial organisation of an
    environment, enabling the establishment of a
    cognitive map.
  • Divide a large-scale environment into parts with
    a distinct character

36
Support of spatial knowledge acquisition
  • Create a simple spatial organisation in which the
    relations between the parts are clear
  • Support the matching process between the
    egocentric and exocentric frames of reference by
    (visual) cues, including directional cues

37
Support of Spatial Knowledge Acquisition
  • Use real-world wayfinding principles to build up
    your environment
  • Natural environment principles
  • Urban design principles Lynch
  • Architectural design principles
  • Artificial cues

38
Examples of wayfinding aids
39
Map usage guidelines
  • Provide you are here marker
  • Provide grid
  • Choose either north-up or forward-up map,
    depending on task
  • Example World-in-Miniature

40
Manipulation Techniques
  • Wand-based
  • Go-Go
  • Ray Casting
  • HOMER (Hand-centered Object Manipulation
    Extending Ray-casting)

41
Two Handed and Body-Centered Interaction
  • What can you do with two hands?
  • What if you use your body as a reference point?
  • Mine, Mark, Frederick P. Brooks Jr., and Carlo
    Sequin (1997). Moving Objects in Space
    Exploiting Proprioception in Virtual-Environment
    Interaction. Proceedings of SIGGRAPH 97, Los
    Angeles, CA. (133K pdf version)

42
Two Handed and Body-Centered Interaction
  • What can you do with two hands?
  • What if you use your body as a reference point?
  • Mine, Mark, Frederick P. Brooks Jr., and Carlo
    Sequin (1997). Moving Objects in Space
    Exploiting Proprioception in Virtual-Environment
    Interaction. Proceedings of SIGGRAPH 97, Los
    Angeles, CA. (133K pdf version)

43
Other Manipulation Approaches
  • Tablet/hand-held
  • Pinch Glove
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