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Klaas Werkman Arjen Vellinga
Lecture 3: Interaction Klaas Werkman Arjen Vellinga
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Contents Immersive Systems Non-immersive systems Input devices
Virtual Model Body Model Non-immersive systems Input devices Tasks in Virtual Reality March 9th 2005 Lecture 3: Interaction
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Interaction March 9th 2005 Lecture 3: Interaction
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Types of tasks Navigation / Locomotion Object manipulation
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User properties that may influence the performance of a task
User experience Domain knowledge Technical aptitudes Left-handed/right-handed Physical properties such as age, gender, size, stature March 9th 2005 Lecture 3: Interaction
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Virtual Reality Model Participant should be immersed within the virtual world Participant should be able to directly manipulate the virtual world The environment should be intuitive to use The environment should have a natural set of interaction metaphors March 9th 2005 Lecture 3: Interaction
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Immersion The displayed information surrounds the participant
The display is extensive The display is inclusive The display is vivid March 9th 2005 Lecture 3: Interaction
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Example immersive system
Head Mounted Display (HDM) March 9th 2005 Lecture 3: Interaction
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Another example March 9th 2005 Lecture 3: Interaction
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Example semi-immersive system
Cave Automatic Virtual Environment (CAVE) March 9th 2005 Lecture 3: Interaction
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Difficulties interaction human and system
Gulf of execution Gulf of evaluation March 9th 2005 Lecture 3: Interaction
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Difference between CAVE and HMD with respect to interaction between human and system.
HMD: Virtual body display Cave: Real body is visible March 9th 2005 Lecture 3: Interaction
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Body Model Description of the interface to the Virtual Environment System Geometric description of the body drawn from an egocentric point of view March 9th 2005 Lecture 3: Interaction
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H-Anim body hierarchy March 9th 2005 Lecture 3: Interaction
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Motion tracking Animation March 9th 2005 Lecture 3: Interaction
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Six properties of tracking systems
Accuracy Resolution Range Total system lag Update rate Robustness March 9th 2005 Lecture 3: Interaction
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Object manipulation example
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Locomotion March 9th 2005 Lecture 3: Interaction
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Collision Detection Preventing object intersection
Object pair collision detection; several tests to achieve this. March 9th 2005 Lecture 3: Interaction
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Exhaustive test March 9th 2005 Lecture 3: Interaction
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Basic rejection test 1 Each scene element is surrounded by a bounding sphere. Two objects cannot overlap if the distance between the two bounding sphere centers is greater then the sum of the radii of the bounding spheres. March 9th 2005 Lecture 3: Interaction
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Basic rejection test 2 Separating plane test: Two objects cannot collide if any plane can be found where all the points of one object lie on one side and all the points of the other object lie on the other side. March 9th 2005 Lecture 3: Interaction
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Basic rejection test 3 Bounding Box Range Test: Two boxes can overlap in 3D if and only if both their x-ranges overlap and both their y-ranges and both their z-ranges overlap. March 9th 2005 Lecture 3: Interaction
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General Collision Detection
With n objects n2 possible pairs of objects. Discard as many pairs as possible by spatial partitioning March 9th 2005 Lecture 3: Interaction
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Spatial Division example
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Non-immersive Systems
Desktop Virtual Reality Fish Tank Virtual Reality March 9th 2005 Lecture 3: Interaction
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Characteristics of input devices
Degrees of freedom Spatial resolution Sampling rate and system lag Resistance (isotonic or isometric) Body centered interaction Number of user supported Size, weight, comfort and mobility Costs March 9th 2005 Lecture 3: Interaction
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6D Mouse March 9th 2005 Lecture 3: Interaction
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Space ball March 9th 2005 Lecture 3: Interaction
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Tablet March 9th 2005 Lecture 3: Interaction
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Glove VPL Glove Cyberglove March 9th 2005 Lecture 3: Interaction
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Taxonomy of Mackinlay The classification is: Linear / Rotary
Position, Rotation / Force, Torque Relative / Absolute Direction Sensitivity (1 = discrete, 10 = small range, 100 = large range, INF = continuous) March 9th 2005 Lecture 3: Interaction
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Taxonomy of Mackinlay March 9th 2005 Lecture 3: Interaction
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Three types of composition
Merge composition Layout composition Connection composition March 9th 2005 Lecture 3: Interaction
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Magic Wand Animation March 9th 2005 Lecture 3: Interaction
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Selection March 9th 2005 Lecture 3: Interaction
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Object Manipulation Translation Rotation March 9th 2005
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Translation March 9th 2005 Lecture 3: Interaction
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Locomotion Metaphors Scene-in-hand — The scene itself is slaved to the input device Eyeball-in-hand — User viewpoint is controlled via direct manipulation of virtual camera Flying vehicle control — The input device provides the controls for the vehicle such as velocity and rotation Real world control — Walking, walking-in-place March 9th 2005 Lecture 3: Interaction
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Locomotion March 9th 2005 Lecture 3: Interaction
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Locomotion Scale Accuracy March 9th 2005 Lecture 3: Interaction
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