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Implications of Designing SeeThrough Interfaces

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Designers must consider. specific use when designing. menus and information. displays ... SIGGRAPH 2002 Emerging Technologies Media Preview ... – PowerPoint PPT presentation

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Title: Implications of Designing SeeThrough Interfaces


1
Implications of Designing See-Through Interfaces
  • 8 October 2002
  • Shannon Tucker
  • Humans, Computers, and Cognition

2
See-Through Displays
  • Primary Objective
  • Develop interfaces that better support attention
    and maintain the fluency of work

3
See-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

4
Applications
  • Traditional (Computer Monitors, LCD, etc)
  • Personal
  • Industrial
  • Medical
  • Military

5
Applications
  • 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
6
Applications
  • Heads Up Displays (HUD)
  • Automotive
  • Military
  • Medical

http//www.mvis.com/ http//www.af.mil/photos/imag
es/001722a.jpg
7
Visual 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
8
Visual 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.
9
Depth 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.
10
Placement of Virtual Information
  • Improve task performance
  • Relate to the task goal and demands
  • Reduce interference/interruption from tools
    needed to attain task goals

11
Placement 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

12
Interface 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

13
Simulated Binocular Rivalry
Orientation
Spatial Frequency
Motion
Color
14
Tunnel 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

15
Interaction
  • 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

16
QUESTIONS
17
Websites
  • 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/

18
Periodical 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.
  •  

19
Video
  • 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
  •  

20
Glossary (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.

21
Glossary (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
  •  
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