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Published byDoris Kennedy Modified over 9 years ago
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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, movement, presence, health & safety
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What is a 3D interface? Uses 3D graphics, possibly combined with specialised hardware, to give depth or perspective to the display of information Utility: Extended GUIs Realism: Immersive Interfaces Visualisation Virtual Environments Degree of ‘utility versus realism’
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Visualisation Adding focus and context to 2D interfaces 3D visualisation of scientific data
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Virtual Environments SimulationGames
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Pros and cons of 3D Pros: create a sense of presence realistic simulation of physical space and objects more display space through focus + context Cons: additional dimension to manipulate and control hard to map onto 2D displays and devices occlusion difficulty of remembering the locations of information requires greater hardware performance
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3D interface software Graphics libraries Objects (polygons and meshes), lighting, textures, animation, collisions, physics (e.g., deformations), special effects (e.g., fog), cameras With scripting User interaction, object behaviours, time-based actions Sound Used for ‘spot effects’, soundtrack, and speech Spatialisation Supporting tools Modelling and animation 2D art work - textures
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Specialised 3D interface hardware
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Hardware characteristics Output Field of view Resolution Frame rate Stereo or mono Extent of exclusion of physical world (Locally) Shared or individual Degree of encumberance Force Feedback
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More hardware characteristics Input Degrees of freedom of movement sensing Range Accuracy Jitter Physical stability (for public use)
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Key Design Issues System performance Movement Presence Health and safety
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System performance Real-time performance is the often the most vital factor for 3D interfaces Maintain high frame-rate Rapid interaction with minimal latency Download size for online
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Movement Up to six DOF required But, the input device may support fewer make frequent movements direct less frequent require special actions - additional mouse buttons, keys or special vehicles but watch out for loss of parallelism - e.g., rotation as a single action Also need to design manipulations – point, select, drag, rotate, resize, carry etc
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Presence A mental state where participant has the sense of being in the location specified by the displays - “being there” A fundamental goal of VR? Measuring presence subjective presence behavioural presence
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Factors that affect presence Immersion Mode of navigation Self-body image External disruptions Inconsistencies between the user’s mental model of the world and its actual behavior Boredom and amount of activity
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Health and Safety Possible effects sickness postural instability psycho-motor coordination Four factors the VR system the virtual environment the user the task
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Health & Safety Guidelines maintain frame rate > 20 hz, 8-15 hz may be especially bad keep lag as low as possible don’t use HMD without other present inform users and encourage small head movements avoid awkward postures for sustained periods
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