Download presentation
Presentation is loading. Please wait.
1
Chapter 9 System Control
Rowan Gudmundsson
2
Human Factors Some human factors we have to consider when designing a 3D UI: Visibility Focus switching Feedback
3
Visibility Occlusion Legibility
4
Focus Switching UI decoupling Physical devices
5
Feedback Haptic Auditory Visual
6
Breadth and Depth Breadth (number of categories)
Depth (depth of sub-categories)
7
Ergonomic Issues Control position
Shape, size, and location of controls Optimal grip, pose for user
8
System Factors Resolution, size, and luminance
Secondary visual devices Input devices Noise, device constraints
9
Classification Physical controllers Graphical menus Voice commands
Buttons Switches Graphical menus Adapted 2D menus 1 DOF menus 3D Widgets Voice commands Gestural commands Mimic gestures Symbolic gestures Sign language Speech connected hand gestures Whole-body interaction
10
Classification continued ...
Tools Physical tools Virtual tools Tangibles Multimodal techniques
11
Physical Controllers Buttons (usually to switch states) Examples:
External joysticks (flight simulators) Controllers (consoles) Mice (personal computers)
12
Graphical Menus Adapted 2D menus 1-DOF menus 3D widgets
13
Adapted 2D Menus The 2D menus that we’re all used to but in 3D
Projected as a billboard into 3D space
14
Adapted 2D Menus ... Pros: Familiar Simple to use
Good for complex functionality Cons: Obvious occlusion issues Difficult to navigate for some selection techniques
15
1-DOF Menus Menu usually attached to the player in some way
Controlled by a single motion with a button selection
16
1-DOF Menus Continued ... Pros: Natural for the user
Attached directly to the hand Cons: Ergonomic constraints Simple functionality
17
3D Widgets Tied directly to the object being manipulated
Allows for complex options for a specific interaction 2 Different types: Collocated (context-sensitive) Non-context-sensitive
18
3D Widgets Continued ... Pros:
Allows for complex options for specific interactions Integration into the 3D space Cons: Discoverability issues Difficult to implement Sometimes complex interactions are needed
19
Design and Implementation Issues
Placement Selection Representation and structure
20
Menu Placement Things to consider: Amount of occlusion introduced
Ability for the user to access the menu Spatial reference point world-ref , object-ref, head-ref, body-ref, device-ref.
21
Menu Selection Things to consider: Controlling degrees of freedom
Intuitive methods of selection
22
Menu Representation and Structure
Things to consider: Size and spacing issues Functionally grouping items Control coding (textures, colors, dimensions, symbols, etc.) Environment issues (luminance, contrast, etc.)
23
Voice Commands Can be very effective in applications which require the use of both hands Very low focus shift Graphically invisible to the user Downsides: Very robust speech recognition engine for seamless integration Influenced by background noise Can be tiring for the user Requires confirmation to verify intent
24
Gestural Commands Broken down into 2 categories:
Postures (static poses) Gestures (full motion metaphor)
25
Gestural Commands Continued ...
Mimic gestures Not connected to speech but instead convey a concept Symbolic gestures Gestures as used in daily life to express things such as insults or praise Sweeping Gestures for navigation like scrolling Sign language Set of postures or gestures to convey particular words or numbers Speech connected hand gestures Gestures people use when speaking to further convey emotion or to emphasise a point Surface based gestures Gestures made on 2D surfaces (eg. pinch-zoom) Whole-body interaction Mimic or symbolic gestures using more than just hands and arms
26
Gestural Commands Continued ...
Pros: Natural to the user Can be used to convey complex interactions Cons: Calibration may be required Requires a machine learning or heuristic back-end Like speech, a confirmation is usually needed to verify intent
27
Tools Physical tools Tangibles Virtual tools
Advantages of using tools: Users can operate them by touch which frees up visual attention May feel more natural to the user More defined behaviour
28
Physical Tools Real world “props” which have a specific purpose
Largely used in public installations like theme parks or museums Very easy to use but have limited functionality Pirates of the caribbean - Disney quest
29
Tangibles A superset of physical tools
More abstract than physical tools Tool may have buttons or gestures associated with it to allow for more functionality
30
Virtual Tools Tools which have no physical manifestation
Representation of a specific action set in the virtual environment Allows developer to group actions
31
Multimodal Techniques
Combines previous techniques to give a more complete UX.
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.