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VR Interfaces – Navigation, Selection and UI Elements By David Johnson
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VR Interfaces How do we tell the computer to do things? How do we select things? How do we navigate around?
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VR Interface Challenges Intuitive –Make interaction work like the real world –Minimize cognitive overhead Augmentation –Give users new capabilities
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Quick UI review Norman’s Principles of Design –Make things visible –Provide a good conceptual model Affordance Mapping Constraints Feedback
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Visibility
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Good Conceptual Model A good conceptual model allows us to predict the effects of our actions Without a good model we operate blindly –Simply follow rules without understanding a reason –No understanding of cause or effect –No recourse when something breaks Fridge/freezer controls Thermostat
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Affordances
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Mapping
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Constraints Prevent you from doing what you shouldn’t do –Grey out selections that don’t apply at the current time
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Feedback Examples Clicker on your turn signal Animated icon while waiting for a web page to load
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Why is usability important? Poor usability results in –anger and frustration –decreased productivity in the workplace –higher error rates –physical and emotional injury –equipment damage –loss of customer loyalty
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2D Interfaces Dominant computer interface uses a mouse and graphical elements Xerox Star (1981)
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2D Interfaces Why is it a WIMP interface? –Windows –Icons –Menus –Pointer Xerox Star (1981)
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3D Interfaces Need to map 2D interfaces to 3D Hopefully, create whole new expressive interfaces
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3D equivalent of a Mouse? Mouse –2D positioning –Buttons to hold or click
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6DOF mouse Flying mouse Fledarmaus The Bat How do you clutch/ratchet? –In 2D, picking up disables tracking
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Menus in Virtual Space Cannot easily overlay menus “Float” menus in space –Select by raycasting –Keep near user’s head Jacoby, Ellis 1992
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Menus in Virtual Space Ring Menus –JDCAD 1993 Liang –ISAAC 1995, Mark Mine –Rotate hand to move selection point
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Menus in Virtual Space Darken, 1994 Overlaid menus Speech selection
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Menus in Virtual Space Pen and Tablet –Track a tablet and pen –Put 2D menus on tablet –“Haptic Hand”
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Menus in Virtual Space Bowman Pinch Gloves –Select with thumb to finger –High-level menu on ND hand –Secondary menu on D hand –First tries Scrolling menu using pinches or More items on pinkie
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TULIP Menus Three-Up, Labels in Palm Virtually raise hands Rotate menus Put ‘next’ groups on palms Users preferred over floating and tablet menus –Perhaps slower
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Menus in Virtual Spaces ‘Virtual tricorder’ Wloka 1995
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Gestures Symbolic –Cultural meaning (O.K. sign) Deictic –Pointing, direct viewer’s attention Iconic –Showing an example path with hand Pantomimic –Act out the activity
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Gestures GIVEN (1992) –Neural net recognition –20 gestures Fly, grab, etc. Mine –“Physical mnemonics” Pull-down menus from near head Delete by throwing over shoulder
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Numerical Input Mark Mine A digit at a time Sliders too imprecise
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Text Input Bowman Pinch glove Thumb to home row finger Hands in/out to go down/up row Rotate to hit extra keys
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Basic Navigation Tasks Exploration –Untargeted movement –Build internal map Positioning –Move to known location Maneuvering –Precise positioning of viewpoint –Typically short motions
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Natural Interfaces Walking Biking Snowboard Swimming Issues?
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Walking workaround Redirected walking –moviemovie
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Flying Interfaces Flying Magic carpet Guided navigation –River analogy Issues?
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Steering Interfaces Pointing –Expressive –Hand shake Torso Gaze-directed –simple Physical device
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Hand-based Interfaces Colin Ware (1990s) –World-in-hand –Eye-in-hand
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Point-to-point Travel Select a point in a scene –Computer picks path Teleport –Bowman et al. found significant spatial disorientation from teleport
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World in Miniature User holds dynamic map in one hand Navigation is reduced to object positioning
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WIM Setup Physical props – clipboard and interface ball
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Two-handed Flying Mark Mine
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Fundamental Operations in a UI Select an object Manipulate an object –Translate –Rotate What are some techniques in 2D interfaces?
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From the Beginning Sutherland and Vickers –Sorcerer’s Apprentice (1972) Track stylus Selection of vertices –Intersection of cube at tip of stylus
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Pointing: Put That There 1979 Ray from tracked hand Speech interface movie
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Pointing: JD-CAD (1993) “Laser gun” from hand –Tracker noise –Harder to select far away Spotlight –Add a cone to the ray –Select objects based on Distance from cone axis Distance from hand
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Silk Cursor Replace wireframe selection box with translucent box –Visual cues to containment
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Pointing: Aperture Spotlight from eye Cone angle based on distance from hand to eye Selection modified by hand orientation
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Pointing: Flexible Pointer Two-handed Hand direction bends pointer Can select occluded objects movie
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Hand: GoGo Interaction (1996) Go-Go uses Non-Linear mapping between virtual and real hand Control-display ratio Stretch go-go variation Pros: –Extended reach when needed –Direct manipulation Cons: –Reach still limited by arm length –Precision suffers when reach is extended (low level of control) Movie
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Image Plane Techniques Point or gesture at an objects projection onto the viewing plane –“head-crusher” Kids in the hall –“Sticky finger” Similar to ray casting Pros: –Very intuitive –Allows user to reach objects at an arbitrary distance Cons: –Limited by the need for line of sight –Can be fatiguing –Virtual hand may obscure small objects
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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.Moving Objects in Space: Exploiting Proprioception in Virtual-Environment Interaction. “Scaled-space grab”
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HOMER technique Hand-Centered Object Manipulation Extending Ray-Casting Select: ray-casting Manipulate: hand Translation proportional to initial object distance Time
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World in Miniature User holds dynamic map in one hand Objects can be moved in map What about fine positioning? What about selection of small objects?
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Voodoo Dolls User creates map with image plane selection
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Summary Ergonomics an issue Usability still low Standard GUI elements translate poorly
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