Interaction in Virtual Reality Jesper Kjeldskov CVMT - PowerPoint PPT Presentation

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Interaction in Virtual Reality Jesper Kjeldskov CVMT

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Research assistant for year working with interaction in VR ... The go-go hand (Poupyrev et al.): The virtual hand is not liniar, but lets user ... – PowerPoint PPT presentation

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Title: Interaction in Virtual Reality Jesper Kjeldskov CVMT


1
Interaction in Virtual Reality Jesper
KjeldskovCVMT
2
briefly about myself
  • Cand. mag. in humanistisk informatik
  • Thesis (99-2000) mixed reality as
    interfaceparadigm for CSCW
  • Research assistant for ½ year working with
    interaction in VR
  • Ph.D. student 1/9 design and usability of mobile
    interfaces VR on the road?

3
This session
  • Introduction to the area of VR interaction
  • Experienced problems in relation to interaction
    in VR
  • Alternative solutions
  • Advantages
  • Disadvantages

4
Myths of interaction i VR
  • There exist one optimal interaction technique
    for virtual reality
  • Different displaytypes should always use the
    same interaction technique

5
Reality
A good interaction technique depends on the
relations between
  • Inputdevices
  • Display type
  • Application context
  • Type of application
  • Users skills
  • Etc.

6
Desktopdevices
Spaceball/Spacemouse
7
Positiontrackers
Electromagnetic (Polhemus, Assension osv.)
8
Positiontrackere
Computervision
9
Combined devices
Wanda, TrackMan
10
Gloves
CyberGlove, 5dt glove
11
Interactiondevices of tomorrow?
brainfingers
12
Display types
13
Categorizing display types
  • Full immersive displays
  • 6-sided CAVEs
  • Head mounted displays (HMDs)
  • BOOMs (HMD mounted on stand)
  • 2) Partial immersive displays
  • 3-5 sides CAVEs
  • Panorama, Powerwalls
  • Monitors

14
Creating interaction for VR
  • Based on a 6-month project during 2000
  • Dividing the concept of interaction
  • Orientation
  • Navigation
  • Manipulation
  • selection/picking
  • systemcontrol

15
Orientation in VR
  • being able to look around in a virtuel
    environment developing a sense of presence
  • Available field of view
  • Full immersive displays
  • Display concepts has build-in support for
    orientation
  • Partial immersive displays
  • Display concepts has build-in limits for
    orientation

16
Creating orientation
  • 3 examples (Panorama)
  • Joystick/trackball
  • Headtracking (hypersensitive)
  • Headtracking (with zones)

17
Joystick/trackball
  • The user rotates in the virtual world by moving
    the joystick/trackball from side to side
  • Advantages easy to use gets the job done
  • Disdvantages having to use an extra device
  • Joystick best for fast/continuous movements
  • Trackball best for precise/absolute movements
  • Trackball greater feeling of control

18
Headtracking (hypersensitive)
  • The users rotation is enhanced, making it
    possible to view 360º within rotation of 160º
  • Advantages
  • No extra device, easy to use, makes it posible to
    do very fast movements (useful in eg. Quake)
  • Disadvantages
  • Hard to gain a feeling of pressence, easy to
    loose ones orientation in the virtuel world ?

19
Headtracking (with zones)
  • When the user looks towards the edge of the
    screen the virtual world rotates in that direction
  • Advantages
  • No extra device, easy to use, preserves ones
    feeling of orientation
  • Disadvantages
  • Limits the freedom of movement creates a
    conflict between orientation in the physical and
    the virtual world

20
Navigation i VR
  • being able to move/find ones way through a
    virtual world
  • To a large extend a question of app. context
  • Virtuel worlds (inside-out) vs. virtuel objects
    (outside-in)
  • Visualizations/simulations vs. eg. art, games,
    etc.

21
Creating navigation
  • 3 examples (CAVE/Panorama)
  • Joystick with 6DOF tracking
  • Trackball with 6DOF tracking
  • Navigation zones

22
Joystick with 6DOF tracking
  • The user flyes in the direction he moves the
    joystick.
  • Advantages
  • Easy to learn, easy to use. Large freedom of
    movement
  • Disadvantages
  • The joystick is not suited for both fast and
    precise movements has a need of more gears
  • The implementation uses both directions on
    joystick
  • the joystick is best suited for continuous
    movements

23
Trackball with 6DOF tracking
  • The user flyes in the direction he moves the
    trackball
  • Advantages
  • Easy to learn, easy to use. Large freedom of
    movement
  • Small movements greater feeling of control
  • Disadvantages
  • The trackball is not suited for flying long
    distances
  • The implementation uses both directions on
    trackball
  • the trackball is best suited for absolute
    movements

24
Navigation zones
  • The user is surrounded by a number of virtual
    zones. By pointing with his hand the user
    activates different navigation modes
  • Advantages
  • No extra devices, no need for buttonpresses
  • Easy to combine with manipulation
  • Disadvantages
  • Limits freedom of movement
  • Can be hard to comprehend

25
Manipulation i VR
  • Two primary approaches
  • Simple virtual hand
  • Ray-casting (virtuel laserbeam)

26
The virtual hand approach
  • The users hand is represented in VR using
    positiontracking
  • Advantages
  • Very natural and easy to learn
  • Easy to rotate and position objects
  • Disadvantages
  • Limited area of manipulation

27
The ray casting approach
  • The user interacts using a virtual laserbeam
    pointing from the inputdevice or physical hand
  • Advantages
  • Objects at a distance can be selected/picked
  • (also) very natural and easy to learn
  • Disadvantages
  • Ineffective for selecting small objects at a long
    distance
  • Not good for rotating and positioning objects

28
An in between solution?
  • The go-go hand (Poupyrev et al.) The virtual
    hand is not liniar, but lets user stretch his
    virtual arm for selection/manipulation of objects
    far away
  • Advantages
  • Allows manipulation in a large range of distances
  • Disadvantages
  • Range is still limited, interaction is not natural

29
Creating manipulation
  • 3 examples (CAVE/Panorama)
  • Selecting/picking by touching
  • Selecting/picking using buttonpresses
  • Using gloves

30
Picking by touching
  • The user selects objects for manipulation by
    touching them
  • Advantages
  • No need for buttons (works with eg.
    computervision)
  • Disadvantages
  • Question how to drop selected objects?
  • Constrained objects (handles, levers etc.)
  • Not constrained objects (torches, tools etc.)

31
Picking using buttonpresses
  • The user selects objects for manipulation by
    touching them AND pressing a button
  • Advantages
  • Clear indication of intended interaction
  • Easy to use (also for the ray casting approach)
  • Disadvantages
  • None but having to use a physical device

32
Using gloves
  • The user selects objects for manipulation using
    gestures (eg. touching closing hand)
  • Advantages
  • Perhaps more natural ? (but is that always
    better?)
  • Gloves are (can be) comfortable and easy to use
  • Disadvantages
  • No clear distinction between interacting in
    physical or virtual world

33
Combining interaction modes
  • Optimize combinations
  • Devices, display, context
  • Implementation of devices
  • Orientation
  • Navitagion
  • Manipulation

34
Conclusions
  • There is NOT one optimal way to design
    interaction for virtual reality
  • Optimal interaction techniques is dependant of
    the type of display used
  • Solution not trivial
  • Hard work
  • Creativity
  • Usability tests
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