3D User Interface Output Hardware - PowerPoint PPT Presentation

1 / 21
About This Presentation
Title:

3D User Interface Output Hardware

Description:

3D User Interface Output Hardware 3.1 Introduction Examine Visual, auditory, and haptic display devices and See how they effect 3D UI design and development. – PowerPoint PPT presentation

Number of Views:46
Avg rating:3.0/5.0
Slides: 22
Provided by: 66459
Category:

less

Transcript and Presenter's Notes

Title: 3D User Interface Output Hardware


1
3D User Interface Output Hardware
2
3.1 Introduction
  • Examine Visual, auditory, and haptic display
    devices and
  • See how they effect 3D UI design and development.
  • An understanding of display device
    characteristics will help the 3D UI developer
    make informed decision about which interaction
    techniques are best suited for particular display
    configuration and application.

3
3.1 Introduction
  • Display Devices (Output Devices)
  • Visual
  • Auditory
  • Haptic (force and touch)
  • Olfactory or sense of smell (Davide et al. 2001)
    in rare case
  • More detail
  • Stanney(2002), Sherman and Craig(2003), Durlach
    and Mavor(1995)

4
3.1.1 Chapter Roadmap
  • Sec 3.2 Visual display, characteristics, visual
    cues, different types of visual display devices.
  • Sec 3.3 Auditory display, spatial audio cues,
    3D sound generation, pros and cons of different
    sound system configurations
  • Sec 3.4 Haptic display devices. Haptic cues
  • Sec 3.5 some guidelines and strategies for
    choosing display devices for particular system
    and applications

5
3.2 Visual Display
  • 3.2.1 Visual Display Characteristics
  • Field of regard (FOR) and Field of View (FOV)
  • Spatial resolution
  • Screen geometry
  • Light transfer mechanism
  • Refresh rate
  • Ergonomics

6
FOR FOV
  • FOR the amount of the physical space
    surrounding the user in which visual images are
    displayed
  • Cylindrical display, 360 degree horizontal FOR
  • FOV the maximum number of degree of visual
    angle that can be seen instantaneously on a
    display
  • Large, flat projection screen, horizontal FOV
    might be 80 or 120 degrees

7
FOR FOV
  • For HMD, FOV might be 40 degrees but the user
    could make a 360 degree turn and always see the
    visual images.
  • A display devices FOV must be less than or equal
    to the maximum FOV of the human visual system
    (about 200 degrees)
  • A display devices FOV will be lower than that if
    additional optics such as stereo glasses are
    used.
  • FOV a is always lee than and equal to the FOR ß.
    In general, the user at each instant can view a
    degree out of the full ß degrees.

8
Spatial Resolution
  • A measure of a display quality
  • Dpi dots per inch
  • Common Misuses
  • The resolution ? of pixels
  • The resolution depends on both the number of
    pixels and the size of the screen.
  • Two visual display devices with the same number
    of pixels but different screen size will not have
    the same resolution.
  • The user distance to the visual display device
    affects the spatial resolution.
  • The further the user is from the display, the
    higher the perceived resolution

9
Screen Geometry
  • A variety of different shapes
  • Rectangular
  • L-shaped
  • Hemispherical
  • Distortion at the edges of the display surface
  • Hybrid

10
Light Transfer
  • How the light actually gets transferred onto the
    display surface
  • Front projection,
  • Rear projection
  • Laser light directly onto the retina
  • The light transfer method often dictates what
    types of 3D UI techniques are applicable
  • When using a front-projected display device, 3D
    direct manipulation tech. do not work well.

11
Refresh Rate
  • Refresh rate
  • The speed with which a visual display device
    refreshes the display images from the frame
    buffer (Hz)
  • Significant effect on visual quality. The visual
    display can show them at its refresh rate limit.
  • Lower refresh rates (e.g., below 50-60 Hz) can
    cause flickering images.
  • Frame Rate
  • The speed with which images are generated by
    graphics system and placed in the frame buffer.

12
Ergonomics
  • Important display characteristic
  • As comfortable as possible

13
3.2.2 Depth Cues
  • Visual depth cues can be broken into 4
    categories
  • Monocular, static cues
  • Oculomotor cues
  • Motion parallax
  • Binocular disparity and stereopsis
  • More detail
  • May and Badcock(2002) Wickens, Todd, and
    Seidler(1989) Sedgwick(1988) and Sekuler and
    Blake(1994)

14
Monocular, Static Cues
  • Refer to depth information that can be inferred
    from static image viewed by a single eye.
  • Also called Pictorial cue
  • These cues include
  • Relative size
  • Height relative to the horizon
  • Occlusion
  • Linear and aerial perspective
  • Shadows and lighting
  • Texture gradient

15
Monocular, Static Cues
  • Relative size
  • Figure 3.1
  • Height relative to the horizon
  • Figure 3.1
  • Occlusion
  • Figure 3.2
  • Linear and aerial perspective
  • Figure 3.2
  • more color saturation and brightness
  • Shadows and lighting
  • Figure 3.3
  • Texture gradient
  • Figure 3.4

16
Oculomotor Cues
  • Depth cues derived from muscular tension in the
    viewers visual system
  • Accommodation
  • Convergence
  • Accommodation
  • The physical stretching and relaxing of the eye
    lens Fig. 3.5(left)
  • Convergence
  • The rotation of the viewers eyes so images can
    be fused together at varying distance

17
Motion Parallax
  • Depth information is conveyed
  • when objects are moving relative to the viewer
    (stationary-viewer motion parallax)
  • When the viewer is moving relative to stationary
    objects (moving-viewer motion parallax)
  • Motion parallax causes
  • objects closer to the viewer to move quickly
    across the visual filed and
  • objects father away from the viewer to move more
    slowly
  • Figure 3.6
  • Dynamic depth cues

18
Binocular Disparity and Stereopsis
  • Binocular disparity Refer to the difference
    between two different images with two eyes.
  • Stereopsis
  • The fusion of these two images provides a
    powerful depth cue by presenting a single
    stereoscopic image. The effect is called
    Stereopsis

19
Depth Cue Relevance and Relationship to visual
Display
20
3.2.3 Visual Display Types
  • Monitor
  • Surround-screen display
  • Workbenches
  • Hemispherical display
  • Head-mounted display
  • Arm-mounted display
  • Virtual retinal display
  • Autostereoscopic display

21
3.2.3 Visual Display Device Types
  • A review of Input and Output Devices for 3D
    Interaction ?? ?? ??
  • Joseph J. Laviola Jr. Brown University
  • Computer Graphics Lab
Write a Comment
User Comments (0)
About PowerShow.com