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Virtual Worlds: Input

Virtual Worlds: Input

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Virtual Worlds: Input. Virtual Environments. Importance of immersion, presence, interaction, engagement, multisensory Elements of the world: graphics, representation, visual and other senses, interface, navigation, manipulation, story Interface: input, output, computer interface. - PowerPoint PPT Presentation

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Page 1: Virtual Worlds: Input

Virtual Worlds: Input

Page 2: Virtual Worlds: Input

Virtual Environments

• Importance of immersion, presence, interaction, engagement, multisensory

• Elements of the world: graphics, representation, visual and other senses, interface, navigation, manipulation, story

• Interface: input, output, computer interface

Page 3: Virtual Worlds: Input

Virtual Environments as a Medium

Think of the following mediums and how they communicate: medium, kind of virtual world, final composition, how experienced

Painting, dance, music, written word, play, movie, video game, virtual environments

Page 4: Virtual Worlds: Input

Interaction in the Virtual World: Overview

• User interface• Manipulation

– Methods– Properties– Selection– Operations

• Navigation– Wayfinding– Travel

• Interaction and communication with others– Sharing– Collaboration

Page 5: Virtual Worlds: Input

VR Worlds: Input Overview

• User input:– 3D– Mouse, keyboard– Position tracking – Body tracking– Other physical input, including speech

• World input

Page 6: Virtual Worlds: Input

User Interface Metaphors

• Familiar user interfaces: mobile phones, TV controls, remote controls, cars, video games, microwaves, doorways, cursor icons, desktop, touchscreens, notions of right, left and double clicking, mouseover, tweeting, texting

• Do you use familiar ones in a VR world? Has limits and shortcuts

Page 7: Virtual Worlds: Input

User Interface Interactions

• Need to map user input to interactions

• Users must already know how to use a tool or must be able to learn

• Users bring experience and cultural knowledge

• Users need familiarity but also want to extend what is normally possible in the real world (has limitations)

Page 8: Virtual Worlds: Input

User Interface Interactions (con’t)

• Viewpoint navigation (or travel) and object manipulation (and selection) are the main types of interaction

• Differences between the two:– User’s conceptual model (what moves)– Extent of interaction space (navigation can be

large, object manipulation often small)– Perceptual cues (navigation generally visual,

object manipulation uses haptics)

Page 9: Virtual Worlds: Input

3D User Interfaces

• Operate in 3D space

• Natural: measure of how closely the actions in the virtual environment correspond to the actions in the real world

• Examples: Wii Remote, Sony Move, Microsoft Kinect

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Bowman, et all Questions about 3D User Interfaces and Naturalism

• Are 3D inherently more natural than traditional?

• Is naturalism the ultimate goal for designers?

• Does naturalism lead to better performance, increased engagement, or better learning?

• When naturalism isn’t possible should the designer go for traditional user interfaces or interfaces with some degree of naturalism?

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Issues Involving Natural User Interfaces

• For the tasks of navigation, selection and manipulation of object, how well do 3D natural user interfaces perform vs. magic techniques or some combination of them?

• Issues involving turning, tracking, selecting, manipulating, steering

• Natural interfaces sometimes out-perform and are sometimes inferior- depends on task and context; they need high level of accuracy and must be familiar

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• Definition of natural?

• Lack of guidelines and standards for gestural interfaces

• Problems raised by Norman and Nielsen of visibility, feedback, discoverability, consistency, scalability, reliability

Page 13: Virtual Worlds: Input

Bowman et al table from Comm. of the ACM, 2012

Page 14: Virtual Worlds: Input

Problems with Natural User Interfaces

• How natural are they?

• Who decides what the gestures or other actions will be?

• Cultural differences

Page 15: Virtual Worlds: Input

Input: Position Trackers• Position tracking – gives location and orientation

of user and/or parts of user and feeds it to the computer - concerned with 6 degrees of freedom: x,y,z position and orientation, generally given by pitch, roll and yaw (angles with orthogonal axes)

• General issues of accuracy (walking in a landscape vs surgery), latency (conducting an orchestra vs walking), interference from surrounding objects (noise, occlusion, monitors, metal), encumbrance such as cables (dancing, large-scale movement), cost

Page 16: Virtual Worlds: Input

Position Trackers: Main Types• Optical

• Electromagnetic

• Mechanical

• Tangible

• Neural – brain

• Others: 3D, Videometric, Ultrasonic, Inertial

Page 17: Virtual Worlds: Input

Position Trackers: Optical• Visual information is used for tracking• Generally from video camera(s)• Generally need more than one unless don’t want

6 DOF; for example, the Kinect• Need good gesture recognition or visual

recognition techniques (algorithms)• Sometimes use body sensors (motion capture)• Main disadvantage is line of sight issues

Page 18: Virtual Worlds: Input

Electromagnetic Position Trackers• Very common

• Need a transmitter (sends low-level magnetic fields from 3 orthogonal coils) and a receiver- can be in both configurations: transmitter on user or receiver on user

• Strength of receiving signal varies with orientation and position

• Some with cables and some wireless

Page 19: Virtual Worlds: Input

Electromagnetic (con’t)

• Advantages are that line of sight does not have to be clear

• Disadvantages: can be interference from metal and monitors, must be within several feet of the transmitter

• Eg. Ascension Flock of Birds, Polhemus

Page 20: Virtual Worlds: Input

Position Trackers: Mechanical

• Mechanical arms and booms that physically track movement

• Eg. of BOOM by Fakespace

• Advantages: accurate, no interference problems

• Disadvantages: Can’t move very far

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Position Trackers: Tangible• Uses hands in a more natural way: always been

the case for tools from an axe to a toothbrush; relationship between design and interaction

• Physical models (for architecture, urban planning)• Clay• Sand• Blocks• Interactive lighting devices• Use of effectors, LEDs, motors, sensors, react to heat• Boxes for manipulating music

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Position Trackers: Neural• Field of brain-machine interface (BMI)• Attempts to read brain signals to direct the

computer• Efforts to use EEGs, VEP (visually evoked

potential), motor imagery• Neuroprosthetic devices, brain-implantable chips

• Interfaces also benefit from research in neuroscience

Page 23: Virtual Worlds: Input

Position Trackers: Others• Videometric: camera on person and tracks

surroundings via landmarks such as infrared light sources

• Ultrasonic: high-pitched sounds emitted at definite intervals – length of time – need multiple transmitters and receivers – subject to noise in the environment

• Inertial: gyrocsopes, accelerometers, tracking device attached to user with cable- generally only orientation, so used with other devices- inexpensive, good accuracy

• Neural: muscular (monitors electrical impulses in skin) – some experiments in reading brain wave

Page 24: Virtual Worlds: Input

User Input: Body Tracking• Position of joints: Kinect

• Head tracking- usually through orientation tracking- used to know what to project visually

• Hand and fingers; position trackers, finger sensors (gloves), virtual scalpels

• Torso and feet

• Other body tracking such as heart rate, temperature

• Indirect tracking using props and platforms

Page 25: Virtual Worlds: Input

Body Input: Eye Tracking

• Tracks movement of pupils – pretty accurate, requires that the head be still

• eg. of Jeanne Stern’s project

• Used for people with disabilities

• Problem of “Midas Touch”

Page 26: Virtual Worlds: Input

User Input: Other Physical Devices• Physical controls: buttons, switches,

joysticks, mouse, steering wheels• Arduino devices• Props such as wands, 3D mouse, scalpel,

drill, realistic devices for particular application (balls, bodies, spiders), pressure devices, mobile phones

• Platforms: treadmills, locomotion, rings, kiosks, wheelchairs, cockpits, submarine control rooms, cars, workbenches,

• CAVEs, DiVE system at Duke

Page 27: Virtual Worlds: Input

Other Physical Input: Speech

• Speech recognition: system will recognize commands, natural language interaction, Siri

• Microphone• Problem of accents and training: speaker

independence or dependence• How activated: button, command (talk), vision

(need eye tracking)• Sometimes increases bandwidth by using

separate processor

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World Input to Virtual World• Persistent virtual worlds: exist over many

experiences, multiple users, Web communication, databases

• Importing data that changes (weather systems)• Importing real world data such as objects and

obstacles, vision, knowledge, digital images, satellite info

• Sometimes the info is brought in with transducers: translates data into electrical signals for the computer- devices such as microphones, weather stations, video, sensors, medical devices (for AR)

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SourcesQuestioning Naturalism in 3D User Interfaces, Bowman,

McMahan, and Ragan, Comm. Of the ACM, 2012The Artificiality of Natural User Interfaces, Malizia and

Bellucci, Comm of the ACM, 2012Gestural Interfaces: A Step Backward In Usability, Norman

and Nielsen, Interactions, 2010Understanding Virtual Reality, Sherman & Craig, Morgan

Kaufman, 2003The Tangible User Interface and its Evolution, Ishi, Comm.

Of the ACM, 2008Neuroscience and the Future of Human-Computer

Interface, Minnery & Fine, Interactions, Mar-Apr 2009Building on Realism and Magic for Designing 3D Interaction

Techniques by Kulik, IEEE Computer Graphics and Applications, Nov/Dec 2009

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Sources – con’tTangible Interaction=Form+Computing, Baskinger & Gross,

ACM Interactions, Jan-Feb 20103D input devices, Frohlich et al, CG&A, Mar-Apr 20063D User Interfaces: New Perspectives and Directions,

Bowman et al, Comp Graphics and Apps, Nov-Dec 2008

Usability of Multiple Degree-of-Freedom Input Devices and Virtual Reality: Displays for Interactive Visual Data Analysis, Moritz and Wischgoll, VRST (Virtual Reality Software and Technology) 2007