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in Virtual Reality

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The machine itself makes no demands and holds out no promises. ... provide haptic feedback so that. It fulfills Sutherland's feels real' Virtual environments. ... – PowerPoint PPT presentation

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Title: in Virtual Reality


1
in Virtual Reality
An Overview
16th April 2003
Prepared by Eugene Chng
2
  • Presentation Index
  • An Introductory Note
  • Definitions?
  • User-Centered Design
  • Feasible VR Hardware
  • Human-Computer Interaction in VR
  • Areas of Research in HCI
  • Conclusion
  • Session for Open Discussion

3
  • An Introductory Note

4
Introductory Note
  • The machine itself makes no demands and holds out
    no promises. In order to reconquer the machine
    and subdue it to human purposes, one must first
    understand it and assimilate it. So far we have
    embraced the machine without fully understanding
    it.
  • Lewis Mumford, Technics and Civilization, 1934.

5
Introductory Note
  • Characteristics of Virtual Reality
  • Display as a window into a virtual world
  • Improve image generation until the picture looks
    real
  • Computer maintains world model in real time
  • User directly manipulates virtual objects
  • Manipulated objects move realistically
  • Immersion in virtual world via head-mounted
    display
  • Virtual world also sounds real, feels real...
  • Ivan Sutherland

6
Introductory Note
  • Virtual Reality Refers to a suite of technologies
    that support intuitive, real-time human
    interaction with computerized databases.
  • R.J. Stone

7
  • DEFINITIONS?

8
Definitions
  • Human-Computer Interaction (HCI) is a discipline
    concerned with the design, evaluation and
    implementation of interactive computing systems
    for human use and with the study of major
    phenomena surrounding them.
  • (ACM SIGCHI, 1992, p.6)

9
Definitions
  • During the technological explosion of the 1970s
    the notion of the User-Interface (UI) also known
    as the Man-Machine Interface (MMI), became a
    general concern to both system designers and
    researchers and is defined by T.P. Moran (1981,
    p.4) as those aspects of the system that the
    user comes in contact with.

10
Definitions
  • Interaction Design (ID) is The design of spaces
    for human communication and interaction.
  • (Winograd, 1997)
  • Interaction Design (ID) is designing interactive
    products to support people in their everyday and
    working lives.
  • (Rogers, Sharp, Preece, 2002)

11
  • User Centred Design

12
User-Centered Design
  • Historical pitfalls of
  • Technology for technologies sake
  • Technology alone is not beneficial to societal
    needs.
  • Technology WITH HCI design and research will
    provide benefits to common and specialized task
    in commercial and industrial applications.
  • Technological designs must be User-Centered to
    empower human users.

13
User-Centered Design
  • The objective of User-Centered Design is to
    produce systems that are easy to learn and use by
    their intended users, and that are safe and
    effective in facilitating the activities that
    people want to undertake.
  • Tom Moran

14
User-Centered Design
  • A Non-User-Centered Design is to produce systems
    that are difficult to learn, hard to use by
    intended users, and that are not safe and
    ineffective in facilitating the activities that
    people want to undertake.
  • Eugene Chng

15
  • Feasible VR Hardware

16
Feasible VR Hardware
The Ultimate Display Ivan Sutherland
17
Feasible VR Hardware
Is this a good design?
18
Feasible VR Hardware
Are these good display designs?
19
Feasible VR Hardware
What about Interaction Devices?
Interaction Devices needs to provide haptic
feedback so that It fulfills Sutherlands feels
real Virtual environments.
FingerSleeve
Logicad Magellan Controller
Pinch Glove
20
Feasible VR Hardware
Full Scale Input Devices... SARCOS
IPORT Military VR devices for Cycling through
VEs.
21
Feasible VR Hardware
Full Scale Input Devices... Interaction in
the Cave Environment
22
  • Human-Computer Interaction
  • In Virtual Reality

23
HCI in Virtual Reality
  • Interaction in the Virtual Environment is
    necessarily categorized into three types of
    techniques
  • Travel
  • Selection
  • Manipulation
  • Doug. A. Bowman

24
HCI in Virtual Reality
  • Travel or Viewpoint Motion Control is one of the
    most basic and universal interactions for virtual
    environment applications.
  • Q How do you know WHERE you are?
  • Q Can you recognize the scenes?
  • Q How do you travel speedily to a far space?

25
HCI in Virtual Reality
  • Selection techniques are used to interact with
    virtual objects to achieve a task or for some
    purposes.
  • Q How do you select a virtual object with a
    limited input device?
  • Q How do you select an object far from your
    reach?
  • Q How do you group a series of objects?
  • Q How do you select a needle in a haystack?

26
HCI in Virtual Reality
  • Manipulation techniques comes after selection and
    includes moving, rotating, and scaling virtual
    objects.
  • Q How do you effectively move an object from
    point A to B?
  • Q How do you rotate and scale an object
    accurately?
  • Q How do you carry out manipulation with speed
    and accuracy for a given task?

27
HCI in Virtual Reality
  • Direct-Manipulation principles and the
    Objects-Actions Interface Model (OAI) may be
    helpful to people who are designing and refining
    virtual environments (Continued...)
  • Ben Shneiderman

28
HCI in Virtual Reality
  • Users should be able to select actions rapidly by
    pointing or gesturing, with incremental and
    reversible control
  • Display feedback should occur immediately to
    convey the sense of causality.
  • Interface objects and actions should be simple,
    so that users view and manipulate task-domain
    objects.
  • Ben Shneiderman

29
  • Areas of Research in HCI

30
Areas of Research in HCI
  • HCI research is applicable in all areas related
    to task sensitive domains in virtual
    environments
  • Vehicle Simulation Flight, Submersibles, etc.
  • Entertainment virtual sets, virtual rides,
    gaming, etc.
  • Vehicular Design Ergonomics, Styling,
    Engineering
  • Architectural Design and Spatial Arrangements
  • Medicine surgical training, diagnostic decision
    support
  • Education Abstract and complex theories

31
  • Conclusion

32
Conclusion
  • A purposeful virtual reality environment should
    have the characteristics of reality.
  • The use of virtual environments should be safe,
    efficient, and effective.
  • Design of any interactive device or techniques
    should be user-centered
  • Manipulation of objects should be direct and
    feedback should be immediate.

33
  • Session for
  • Open Discussions!
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