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Input Devices and Interaction Techniques I. Scott MacKenzie Summarized and Augmented by Geb Thomas
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Introduction Input and output between people and machines New technology, new challenges Interaction experiments and models
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Transducers Convert energy -- often mechanical to electrical Switches (mechanical and photoelectric) Isotonic (displacement) joysticks - position encoders Isometric (force sensing) joysticks - strain guages Microphones
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A Mouse
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Joysticks http://www.vrealities.com/control.html http://www.thevrsource.com/
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Gloves Cyberglove http://www.virtex.com/products/hw_products Pinch glove
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Trackers Polhemus (Fast Track) Flock of Birds (Virtex) Intersence (IS300)
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Device Models Buxton’s taxonomy -- articulation, number of dimensions, type of sensing (position, motion, pressure), motor skills (touch vrs mechanical) Foley tasks -- select, position, orient, path, quantify and text entry -- emphasizes mappings Very few engineering models
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Device Parameters Resolution Sampling Rate Lag Optimality and control gain Some of these are determined by hardware, some by software, some by transducer characteristics
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Resolution Nonlinearity, monotonicity, offest and gain
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Sampling Rate Often 10-100 Hz Too slow for gesture capture Nyquest frequency
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Lag Time difference between controller input and display 3D trackers range 30 - 250 mx, depends on sampling rate, update rate and software overhead.
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Optimality and Control Gain Tunable parameters, such as mouse gain Selection task optimization does not consider “human engineering factors” such as –Ease of learning –skill retention –fatigue –effort –strees
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Mouse Gain
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Nonlinear Gain Vd = k*Vc^2
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Interaction Movement is of increasing importance Many researchers considering mapping of 2D -> 3D Must be trained Limited metaphors Perceptual structure requires good match between input space and output space –Twisting for dials, shoving for movement, 2D for 2D, 3D for 3D
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Gestures The great new era :) Writing, scribbling, annotating, pointing, nodding, etc. Editing proofreaders marks Transcribing musical notation Brush strokes
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Tactile and Force Feedback Good input requires good feedback shape encoding in manual controls Character drawing the Octagon, a 24x6 matrix of pins Minski’s sandpaper Akamatsu and Sato’s variable friction Zimmerman’s pinch glove
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