Title: Implications of Designing SeeThrough Interfaces
1Implications of Designing See-Through Interfaces
- 8 October 2002
- Shannon Tucker
- Humans, Computers, and Cognition
2See-Through Displays
- Primary Objective
- Develop interfaces that better support attention
and maintain the fluency of work
3See-Through Displays inAugmented Reality
Applications
- Additional Objectives
- Eliminate the gaps between the computer world and
the real world objects - Provide users with flexible access to information
in new environments
4Applications
- Traditional (Computer Monitors, LCD, etc)
- Personal
- Industrial
- Medical
- Military
5Applications
- Head Mounted Displays (HMD)(Including
Optical,Video, and Retinal) - Personal
- Industrial
- Medical
- Military
- Collaborative Workspace
http//www.personaldisplay.com/f_whatis.html http
//www.mvis.com/ http//www.sciam.com/techbiz/0402f
einer.html
6Applications
- Heads Up Displays (HUD)
- Automotive
- Military
- Medical
http//www.mvis.com/ http//www.af.mil/photos/imag
es/001722a.jpg
7Visual Interference
- Transparency
- Reduced Transparency Level ? Degraded Performance
Harrison, Beverly L., Kurtenbach, Gordon,
Vicente, Kim J. An Experimental Evaluation of
Transparent User Interface Tools and Information
Content. UIST 95. Pp.81-90
8Visual Interference
- Similar foreground and background patterns create
increased visual interference
Harrison, Beverly L., and Vicente, Kim J. An
Experiemental Evalutation of Transparent menu
usage. Conference Proceedings on Human Factors
in Computing Systems. (1996) 391-398.
9Depth of Focus
- Head Mounted and Heads Up Displays are
constructed with a fixed focal distance from the
user - Interference is decreasedwhen real-world
imageryand virtual imagery are at different
focal lengths - Designers must considerspecific use when
designing menus and information displays
Laramee, Robert S., Ware, Colin. Rivalry and
Interference with a Head-Mounted Display. ACM
Transactions on Computer-Human Interaction, Vol.
9, No. 3, September 2002, Pages 238-251.
10Placement of Virtual Information
- Improve task performance
- Relate to the task goal and demands
- Reduce interference/interruption from tools
needed to attain task goals
11Placement of Virtual Information
- Real-world interaction and device type impose
strict rules on the placement of virtual
information - HMD
- Angles of more than 10 degrees off center are
uncomfortable to hold for long periods of time - HUD
- 8 degrees below the line of sight is optimal for
vehicle use
12Interface Imposed Stress
- HMD Binocular Rivalry
- Occurs when each eye is presented with a
different image - Can cause periods of monocular dominance
- Is not consciously controllable
- Is unpredictable
- Can cause users to close eyes
- Introducing an interrupt returns the suppressed
eye to dominance
13Simulated Binocular Rivalry
Orientation
Spatial Frequency
Motion
Color
14Tunnel Vision and Stress
- Consideration of individual applications is vital
- Dealing with Tunnel Vision in varied applications
should be consistent with the type of use - User interrupt rules still apply in applications
that include see-through displays - Visual interrupts should also consider the
purpose of the application - Chart Junk
- How does its presence affect user
performance/stress
15Interaction
- New interface is more complex than previous
methods of information retrieval - Users require additional training to make
effective use of information presented in
see-through displays - Connection between displayed information and
input devices should be carefully planned in
respect to the desired application
16QUESTIONS
17Websites
- How Augmented Reality Will Workhttp//www.howstuf
fworks.com/augmented-reality.htm -
- Augmented Reality A New Way of
Seeinghttp//www.sciam.com/techbiz/0402feiner.htm
l - Heads Up Displayhttp//www.af.mil/photos/images/0
01722a.jpg -
- Microvision Productshttp//www.mvis.com/products.
htm - Mobile Personal Display. October 2002. Cy-Visor.
http//www.personaldisplay.com/f_whatis.html - Sonic Flashlighthttp//www.stetten.com/george/rtt
r/
18Periodical References
- Billinghurst, Mark, and Kato, Hirokazu.
Collaborative Augmented Reality. Communications
of the ACM. 45.7 (July 2002) 64-70. - Elvins, T. Todd. Augmented reality The
Futures So Bright, I Gotta Wear (See-Through)
Shades. ACM SIGGRAPH Computer Graphics. 32.1
(1998) 11-13. - Harrison, Beverly L., Gordon Kurtenbach, and
Kim J. Vicente. An Experimental Evaluation of
Transparent User Interface Tools and Information
Content. Proceedings of the 8th annual ACM
symposium on User interface and software
technology. (December 1995) 81-90. - Harrison, Beverly L., and Vicente, Kim J. An
Experiemental Evalutation of Transparent menu
usage. Conference Proceedings on Human Factors
in Computing Systems. (1996) 391-398. - Human Factors Aspects of Using Head Up Displays
in Automobiles A Review of the Literature. US
Department of Transportation, August 1995. - Laramee, Robert S., and Ware, Colin. Rivalry and
interference with a head-mounted display. ACM
Transactions on Computer-Human Interaction
(TOCHI) 9.3 (September 2002) 238-251. - Rekimoto, Jun, and Nagao Katashi. The World
through the Computer Computer Augmented
Interaction with Real World Environments.
Proceedings of the 8th annual ACM symposium on
User interface and software technology. (December
1995) 29-36. - Selker, Ted, Winslow Burleson, and Ernesto
Arroyo. E-windshield a study of using.
Conference Extended Abstracts on Human Factors in
Computer Systems. (2002) 508-509. -
19Video
- Nomad. Video. Microvisionhttp//www.mvis.com/vid_
nmd_testim_index.htm - SIGGRAPH 2002 Emerging Technologies Media
Previewhttp//www.siggraph.org/s2002/conference/e
tech/index.html -
20Glossary (1 of 2)
- Binocular Rivalry A phenomenon occurring when
two eyes are presented with different imagery
causing the stimuli to compete with each other
instead of combine. This can result in a
fragmented mixture of the two eyes views. - Cognitive Capture refers to the inefficient
attentional switching. This can result in missed
targets, delayed responses, and longer switch
times from HUD and HMD to external imagery than
vice versa. - Depth of Focus - The dioptric range of focus
errors over which performance is not
significantly degraded. - Divided Attention An Attention allocation
strategy in which the observer attends and
responds to two or more inputs that are active
simultaneously.
21Glossary (2 of 2)
- Eye Dominance the preferred eye.
- Human Interrupt Signal An alert designed to
draw a attention to a change in status - Selective Attention An Attention allocation
strategy in which the observer attends and
responds to some inputs while ignoring others
presented simultaneously - Useful Field of View Defines the size of the
region from which we can rapidly take in
information - Visual Interference when two images are not
clearly distinguishable from each other -