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Interaction in the Virtual World: Overview
User interface Navigation Wayfinding Travel Interaction and communication with others Sharing Collaboration Manipulation Methods Properties Selection Operations
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Broad Classification of Interactions
Reality-based Imagination-based (magic)
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Navigation Types of navigation goals: explore rate or position controlled), search (target) and maneuver (objects, environment) Methods: Wayfinding Travel
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Navigation: Wayfinding (knowing where you are and where you’re going)
Need a mental or cognitive map Relationship to the world, to the destination Situational awareness eg. of GPS system maps Great differences in people, sometimes gender related Problem of becoming lost, metaphors
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Navigation: Styles Relative motion (steps)
Absolute motion (point to a location and go) Teleport Move the world instead of the user
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Navigation: Wayfinding (con’t)
Mental map: Divide and conquer: small regions, then piece together Global network: use landmarks Memorize a map of the space Remember a story about the space
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Navigation: Wayfinding (con’t)
Wayfinding aids Path following: color, lines, labels Maps (exo or ego): scale, icons, you-are-here Landmarks: objects, audio Placenames Breadcrumbs (trail) Compass Instrument guidance: could be multimodal Shift to exocentric view Display of coordinates or grids, names Constrain travel
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Navigation: Travel Properties
Manipulation method: physical (steering wheels, flight, dashboard) and virtual controls Constraints: terrain following, no z-axis, no lateral Frame of reference: relative motion Movement: gain, velocity, acc; voice
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Navigation: Types of Travel
Physical locomotion: direct tracking, issue of working volume Vehicle simulation Magic techniques, including steering, target-based travel Combination of natural and magic: manipulation-based travel Ride along or towrope: pre-set path
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Navigation: Types of Travel (con’t)
Fly-through, walkthrough, pilot-through: pointer directed, gaze-directed, torso-directed, dual-handed Move the world Scale the world Put me there, jump to destination Time travel
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Navigation and Travel Physical walking Vehicle simulation
Magic techniques, including steering, target-based travel Combination of natural and magic: manipulation-based
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Interaction: Communication
Shared experience: same world, may be competing or co-existing Collaborative experience: need to work together in some way
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Shared Experience Different ways of sharing in different mediums
What can be shared: ideas, world, speech Ways to share viewpoint Full multipresence: may have same equipment (such as HMDs), or be in same location (cockpit) Some viewers have partial presence: one immersed participant with onlookers, open display (possibly projection)
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Shared Experience (con’t)
Purpose of sharing: marketing (onlookers become interested), inc. throughput (onlookers get some experience even if not the full experience)
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Collaborative Experience
Communication: aural, visual, gestures, teleconferencing, marks or notes, physical proximity Synchronous communication: live conversations Asynchronous communication: change a world but then not be present, present in another part of the world – can leave marks or messages Can have both synchronous and asynchronous in the same world
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Collaborative Experience (con’t)
Messages or annotations: recipient, time (when needed), purpose How do you know it’s there: voice, text, gestures, pictures Location Point of view Time placeholders
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Collaborative Experience (con’t)
Who’s in charge (floor control and permissions): no one, moderated, permissions, formal, hierarchical, first come first served
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Metacommands Manipulation of environment by someone other than participant (eg. of VR therapy) User can cause different worlds to load
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Manipulation: methods
Direct user control: gestures mimic real world Physical control devices: wands, buttons, joysticks, mouse Virtual controls: interfaces on the screen such as buttons, sliders, control panel, arrows, etc. Agent controls: intelligent intermediary
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Manipulation: properties
Feedback: user needs to know when something has happened- haptic (can feel the contact), aural (sound), visual (change color) Ratcheting: repeat input – eg. pick up mouse Constraints: restrict a DOF, snap to grid, lock to surface, keep on floor
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Manipulation: properties (con’t)
Distance: manipulate objects beyond reach Pointer beam scope: shape of beam; eg. laserbeam, spotlight, conelike
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Manipulation: properties (con’t)
Frame of reference: world representation, local representation– inside or outside the world- telepresence and teleoperation-egocentric or exocentric (god’s eye)- Coordinate systems: world, local, parent- vocabulary of DOF: vertical, lateral, longitudinal; Euler angles; yaw, pitch, roll
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Manipulation: properties (con’t)
Bimanual interface: sometimes with haptics, keypress with joystick (difficult), medical applications; must be well designed Control location: omnipresent or appear, placement (interfere with world or not): part of the world (door handle), attached to hand, front of the view (helmet, windshield), on the display, on a 2D panel of controls, physical devices (tablets)
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Manipulation: properties (con’t)
Control visibility: visible and invisible; how made visible Movement formula: gain (how much movement in one action), derivatives (velocity, acceleration)
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Object Manipulation Manipulation of the environment: could also be considered viewpoint navigation Selection of objects: pointing, picking, grasping System control: usually through 2D interfaces, buttons
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Manipulation: selection
Can be direction, item or value Direction Pointer-directed: gesture Gaze or eye tracking Crosshair: pointer and gaze Torso for direction of travel Joystick, mouse, trackball- what about angles Coordinates: possibly by voice Landmarks
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Manipulation: selection (con’t)
Item selection Contact between avatar and item – choose part of body; need feedback Point to select (prop, gesture) 3D cursor select; may need button; question of what’s in range and out of range; change in symbol Pinching or grasping Naming Menu; words or pictures Select in a small world
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Manipulation: selection (con’t)
Value selection: pen devices, keyboard, tablet, physical sliders or controls, agents
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Manipulation: operations
Positioning and sizing objects Exerting force: pushing, hitting, supporting- does it move? Modifying attributes of objects: color, light, transparency, weight, shape, firmness, density, etc. Modifying global attributes: sounds, time of day, form of rendering
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Interactions Reality-based interaction:
Head tracking, locomotion, 3D pointing Direct manipulation of objects, gloves, haptics Indirect manipulation through input devices Objects for manipulation, tools (eg. wands), tangible input devices, sliders, joysticks, touch sensors Imagination-based interaction: Suspension of physics Scaling of geometry, zooming, no clear standards yet Scaling of motion Automation of tasks, motion, etc. Magic spells: dynamically assign meaning and tasks Mode changes: eg from selecting to manipulation
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Sources Building on Realism and Magic for Designing 3D Interaction Techniques by Kulik, IEEE Computer Graphics and Applications, Nov/Dec 2009 Questioning Naturalism in 3D User Interfaces, Bowman, McMahan, and Ragan, Comm. Of the ACM, 2012 Understanding Virtual Reality by Sherman & Craig, Morgan Kaufman, 2003 Computer Graphics and Virtual Environments by Slater et al
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