Input: Devices and Theory. Input for Selection and Positioning Devices Power Law of Practice Fitt’s Law (2D, 3D lag) Eye hand coordination Two handed.

Slides:



Advertisements
Similar presentations
Virtual Reality Design Virtual reality systems are designed to produce in the participant the cognitive effects of feeling immersed in the environment.
Advertisements

QUASID – Measuring Interaction Techniques Karin Nieuwenhuizen.
The Process of Multiplatform Development: An Example Robyn Taylor University of Alberta.
SienceSpace Virtual Realities for Learning Complex and Abstract Scientific Concepts.
MUltimo3-D: a Testbed for Multimodel 3-D PC Presenter: Yi Shi & Saul Rodriguez March 14, 2008.
Single Display Groupware Ana Zanella - CPSC
People & Devices: (Inputs & Outputs) Startlingly small child using computer History of human-computer interaction Another history video.
Sketchify Tutorial Graphics and Animation in Sketchify sketchify.sf.net Željko Obrenović
Lecture 5: Interaction and Navigation Dr. Xiangyu WANG Acknowledge the notes from Dr. Doug Bowman.
Objectives Define predictive and descriptive models and explain why they are useful. Describe Fitts’ Law and explain its implications for interface design.
1 Transparent control of avatar gestures A prototype Francesca Barrientos GUIR Meeting  28 April 2000.
Based on slides created by Edward Angel
Input and Interaction Dr. Yingcai Xiao. A good user interface allows users to perform interaction tasks with ease and joy. WYSIWYG (What you see is what.
Computer-Based Animation. ● To animate something – to bring it to life ● Animation covers all changes that have visual effects – Positon (motion dynamic)
Discussion Silvia Lindtner INF 132 April 07. Fitts’ law - recap A predictive model of time to point at an object Help decide the location and size of.
Guide to Programming with Python
Human Factors for Input Devices CSE 510 Richard Anderson Ken Fishkin.
3D Concepts Coordinate Systems Coordinates specify points in space 3D coords commonly use X, Y, & Z A vertex is a 'corner' of an object Different coordinate.
Systems Analysis and Design in a Changing World, 6th Edition
COMP 175: Computer Graphics March 24, 2015
Interactive Input Methods & Graphical User Input
User Models Predicting a user’s behaviour. Fitts’ Law.
Interacting with Visualization Colin Ware, Information Visualization, Chapter 10, page 335.
VE Input Devices(I) Doug Bowman Virginia Tech Edited by Chang Song.
Designing 3D Interfaces Examples of 3D interfaces Pros and cons of 3D interfaces Overview of 3D software and hardware Four key design issues: system performance,
Two Handed and Gaze Input Stanford and Princeton Lecture Nov 29, 1999 Shumin Zhai.
Chapter 5: Spatial Cognition Slide Template. FRAMES OF REFERENCE.
CGMB214: Introduction to Computer Graphics
===!"§ Deutsche Telekom Laboratories Target Acquisition with Camera Phones when used as Magic Lenses CHI 2008, Florence, Italy, April 9, 2008 Michael Rohs.
Josh Stephens Comp Characteristics Degrees of Freedom: particular, independent way that a body moves in space Input type/Frequency of data: Discrete:
1Computer Graphics Input and Interaction Lecture 8 John Shearer Culture Lab – space 2
Behaviour Models There are a number of models that predict the way in which an interface or user will behave.
T. Bajd, M. Mihelj, J. Lenarčič, A. Stanovnik, M. Munih, Robotics, Springer, 2010 ROBOT CONTROL T. Bajd and M. Mihelj.
CS 480/680 Computer Graphics Programming with Open GL Part 7: Input and Interaction Dr. Frederick C Harris, Jr. Fall 2011.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
GENESIS OF VIRTUAL REALITY  The term ‘Virtual reality’ (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989)..
3D Interaction Techniques for Virtual Environments
COSC 3461: Module 9 A Principle of UI Design (revisited)
Creating Graphical User Interfaces (GUI’s) with MATLAB By Jeffrey A. Webb OSU Gateway Coalition Member.
Chapter 10 Interacting with Visualization 박기남
1 Input and Interaction. 2 Objectives Introduce the basic input devices ­Physical Devices ­Logical Devices ­Input Modes Event-driven input Introduce double.
User Performance in Relation to 3D Input Device Design  Studies conducted at University of Toronto  Usability review of 6 degree of freedom (DOF) input.
Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 4: Events Programming with Alice and Java First Edition by John Lewis.
Team Members Ming-Chun Chang Lungisa Matshoba Steven Preston Supervisors Dr James Gain Dr Patrick Marais.
A Physical 3D Trackball A Physical 3D Trackball Myung-Soo Kim, Joon-Kyung Seong, Dae-Eun Hyun, Kang-Hoon Lee, Yoo-Jin Choi Seoul National University.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
3461 SR Compatibility SR Compatibility  S = Stimulus, the input device that is being manipulated or stimulated  R = Response, the visual, aural,
Illustrator Training Level I Training; Using Illustrator as a 2d visualization tool.
Interaction James Slack CPSC 533C March 3, Introduction Visualization give us interfaces for complex computer-based systems Interaction reduces.
Pen Based User Interface Issues CSE 490RA January 25, 2005.
Expressive Intelligence Studio // Center for Games and Playable Media // 3D User Interfaces Using the Kinect.
Lesson Plan: Drafting and Design J6-2. What is 3D solid modeling? How do 3D solid modeling programs work?
1 Chapter 9: Controls System Interface (Mouse, touch screen, joystick) Response expectancy Compatibility Speed accuracy tradeoff Decision complexity Feedback.
CSC461 Lecture 8: Input Devices
Introduction to Computer Graphics with WebGL
Chapter 12 Choosing interaction devices: hardware components
ISC Chapter Six Notes Direct Manipulation.
Interactive Input Methods & Graphical User Input
SR Compatibility.
Copyright Catherine M. Burns
Input Techniques Jeffrey Heer · 14 May 2009.
HCI For Pen Based Computing
Interactive Input Methods & Graphical User Input
9. Control.
The Organization and Planning of Movement Ch
9. Control.
Graphical User Interfaces
Klaas Werkman Arjen Vellinga
Chapter 9 System Control
Presentation transcript:

Input: Devices and Theory

Input for Selection and Positioning Devices Power Law of Practice Fitt’s Law (2D, 3D lag) Eye hand coordination Two handed Methods and Metaphors

5 Virtual Devices Adapted from Wallace, "The Semantics of Graphic Input Devices" Button - Indicates Choice (binary) - radio buttons are an extension of this concept. Keyboard - Alpha numeric strings - a lot of buttons (voice) Pick Device - For selection of graphic objects The canonical example of this is a light pen. Locator - For specifying screen coords - x, y position(e.g. mouse) Valuator - generating floating point values: A potentiometer.

Power Law of Practice Time to perform a task is proportional to the log of the number of times the task has been carried out. log(T n ) = log(T 1 ) - .log(n) The law is usually expressed in terms of blocks of trials since the time to perform a single trial is too variable.

Law of Diminishing Returns Applicable to Choice reaction Typing Many skilled behaviors

Fitt’s Law for position selection MeanTime = C 1 + C 2 log 2 (D/W + 0.5) (1) MeanTime = C 1 + C 2 log 2 (D/W + 1.0) (2) Index of difficulty = log 2 (D/W + 1.0) Index of performance = 1/C 2 About 5-8 bits per second (many devices)

Modified Fitt’s Law MeanTime = C 1 + C 2 (Human + Machine)ID

Control loop

Ar Fish Tank VR (is head pos important) is stereo important. Arsenault and Ware (2001) TOCHI

Effects of incorrect perspective

Task: Tapping from target to target

Effects of stereo in eye hand coordination Approx 3 bits per second (best case)

Effects of correct perspective (HT) No Stereo Stereo No HT HT Index of Performance Summary In bits per second

Factors in input device design Degrees of Freedom Order of control (Milgram) p = a + bt + ct 2 Position (0) Velocity (1) Acceleration (2) Mappings between devices and tasks S-R compatibility Integral/separable Isometric/compliant

Direct Manipulation Visibility of objects and actions Rapid reversability < 100 msec lag in visual feedback Users Feelings of mastery and control Ease of learning Perceived Transparency “The user is able to apply intellect directly to the task; the tool itself seems to disappear”. (Rutowsky, 1982)

3D Rotations with a 2D interface Virtual Trackball (Chen, 17.5 seconds, Hickley 26 sec.) Arcball 26 seconds (Hinckely, 1997 Shoemake 1992)

Rotations 3dof Ware: 55 seconds accuracy, 14 seconds speed Hinckley 3ball 20.7 f sec 14 m sec Zhai 18 sec. Wang: real object rotations of 45 deg in less than a second Ware and Rose: real object rotation < 2sec virtual objects, real handles

Handles Real and Virtual Ware and Rose

Real Object Rotations Hand in the same place as an object helps

Where, between real and virtual does performance break down? Mirror Monitor

Ware and Rose: results Hand in the same place as an object helps (30 %). Random end harder than random start. Sphere vs shape match is a minor factor

Experiment Two objects: Wire-frame, color coded tetrahedron Solid shape

Results Color result confirms Hypothesis No major difference In efficiency

Radical solutions Gadget methods Screen space methods

Props: Physical Objects that Support Interaction (Hinckley)

Guiard’s Kinematic Chain Theory The left and right hands make up a functional kinematic chain: for right-handers, the right hand moves relative to the output of the left hand. General principles: 1. Right-to-left reference: The right hand performs its motion relative to the frame of reference set by the left hand. 2. Asymmetric scales: Different temporal-spatial scales of motion. 3. Left hand precedence: The left hand precedes the right: for example, the left hand first positions the paper, then the right hand begins to write.

Two Handed Interaction Props Toolglasses and magic lenses Tool use, e.g. rulers and guides

Gestures

Gestures can speed up input Can be iconic Sketch beautification Erase, create objects, etc.

Dynamic Querie (Schneiderman) Interactively expose an hide multi- dimensional discrete data. One slider per data dimension.

Frames of Reference Retinocentric (2df) look at something Head centered (2df) pan and tilt Torso centered (2df) turn move forward Hand centered (6df) object orientation Exocentric: Object centered point direction, intersection, docking, ROV control