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Display, Interaction and Navigation

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Title: Display, Interaction and Navigation


1
Display, Interaction and Navigation
  • Julian Looser
  • HIT Lab NZ
  • University of Canterbury

29th January 2009
2
The User Interface
  • Human ?? Computer
  • Communication mediated by displays and input
    devices
  • Human ?? Computer ?? Visualisation
  • For visualisation
  • How does the user see the visualisation?
  • How does the user control the visualisation?

3
2D Desktop Visualisation
4
3D Desktop Visualisation
5
3D Immersive Visualisation
6
What distinguishes these interfaces?
  • Display
  • Software
  • The virtual way the information is presented
  • Hardware
  • The physical way the information is presented
  • Interaction
  • Software
  • The virtual way the interface is controlled
  • Hardware
  • The physical way the interface is controlled

7
Display
8
Physical Display Hardware
  • Physical Size and Layout
  • Monitor, Wall, Head-mounted
  • Technology
  • CRT, LCD, Projection, Volumetric
  • Resolution
  • Pixel size and density
  • Stereoscopic
  • Method (Passive, Active, Auto-Stereoscopic)
  • Layout (Head-Mounted, Wall, Caves)

9
Desktop Displays
  • Standard PC configuration
  • 19 LCD display 1440x900 pixels
  • 24 LCD display 1920x1200 pixels
  • Multiple monitors
  • Cheap upgrade
  • Small change to workflow
  • Parallel productivity
  • Lots of options
  • e.g. MatroxTripleHead2Go

Single monitor workstation (2.5M pixels)
Dual monitor workstation (5M pixels)
10
Projection
  • Cater to large audiences
  • E.g. meetings, control rooms, lectures
  • Cheap
  • General purpose
  • Low spatial resolution (large pixels)
  • Focus and Context Screen
  • Resolution / price tradeoff

www.patrickbaudisch.com
11
Tiled Displays
  • Array of consumer displays
  • LCD monitors
  • Projectors
  • Extremely high resolution
  • Multiple PCs required
  • Synchonisation issues
  • Example applications
  • Astronomical visualisation
  • Geospatial visualisation
  • Visual analytics (e.g. intelligence)

VisBox VisWall-LCD (72M pixels)
NASA Hyperwall-2 (250M pixels)
12
Stereoscopic Displays
  • Stereopsis Judging depth by comparing images on
    our two retinas.
  • Stereoscopic displays provide two images
  • Motivation
  • Enhanced realism
  • Increase immersive feeling
  • Support for spatial perception
  • Caveat About 5 of the population lack
    stereopsis (stereoblindness) ?

13
Passive Stereo
  • Present two images simultaneously and filter for
    each eye
  • Cheap glasses (cardboard or plastic)
  • (Mostly) standard hardware
  • Common uses
  • Entertainment (e.g. Movies, theme parks)
  • Education (e.g. Planetariums)
  • Visualisation (e.g. GeoWall)
  • Methods
  • Anaglyph
  • Polarisation

14
Anaglyph Method
  • Famous Red/Blue glasses
  • Red/Green, Red/Cyan also popular
  • Very cheap (cardboard acetate)
  • Superimpose colour-filtered left/right pairs
  • Easy to generate in software
  • e.g. OpenGL
  • glColorMask(GL_TRUE, GL_FALSE, GL_FALSE,
    GL_TRUE)
  • No extra hardware needed
  • Works on monitors and projection
  • Colour reproduction skewed
  • Works best for greyscale images

Paul Bourke, http//ozviz.wasp.uwa.edu.au
15
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16
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17
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18
Polarisation Method
  • Similar to anaglyph, but filtered by polarisation
  • Requires
  • Polarizing filters and glasses
  • Two projectors
  • Still relatively cheap
  • Easy to generate and output graphics
  • 1. Horizontal Split desktop
  • 2. Dual-output video card
  • 3. Two projectors
  • Image alignment issues

Paul Bourke, http//ozviz.wasp.uwa.edu.au
19
Passive Stereo Examples
  • VisionSpace
  • Three walls
  • Six projectors
  • StereoMirror
  • Two LCDs
  • Beamsplitter

www.planar3d.com
20
Active Stereo
  • Frame sequential Interleave left/right frames
  • Requires
  • intelligent shutter-glasses
  • trigger for synchronisation (IR or wired)
  • High refresh rate (e.g. 100Hz 50Hz per eye)
  • Video card with stereo support
  • Easy desktop solution add tracking for
    fishtank VR
  • No projection alignment issues (single image
    source)

21
Active Stereo
  • On the desktop
  • CRT monitor CrystalEyes
  • (New) LCD monitor Nvidia 3D Vision
  • Projection
  • DepthQ 120Hz projector
  • Walls and tables

http//www.nvidia.com
http//www.depthq.com/projector.html
22
CAVE
  • Cave Automatic Virtual Environment
  • Multiple stereo-projection walls
  • Passive or active stereo
  • Up to six sides (complete enclosure)
  • Single user
  • immersion with head tracking
  • Multiple users
  • Can place real objects in VR
  • e.g. car simulators

23
CAVE Video
24
Autostereoscopic Displays
  • No glasses required
  • Trade resolution for depth
  • Half the columns for left eye, half for right
  • Methods
  • Parallax Barrier
  • Lenticular Lenses
  • Viewing position crucial for effect
  • Sweet spot
  • Sony WOWvx

25
Volumetric Displays
  • Illuminates locations in physical 3D space
  • Voxels rather than pixels
  • Correct viewing for multiple users
  • No accommodation-convergence conflict
  • Cant reach into data
  • Small display volume

Perspecta Display 1.9 Acutality Systems
Rush University Medical Center
26
Head Mounted Displays
  • Support stereovision
  • Immersive
  • Block out reality
  • Full 360 degrees (with tracking)
  • 3D sound support
  • Typically low FOV
  • Lack of peripheral vision
  • Can by bulky and uncomfortable
  • Single user solution

5DT HMD
eMagin z800
27
See-Through HMDs
  • Video See-Through
  • Real world seen through camera(s)
  • Optical See-Through
  • Real world seen directly
  • Virtual Retinal Display
  • Developed by HIT Lab, 1991
  • Image displayed directly on retina

28
Augmented Reality
  • Overlay of computer graphics on the real world
  • 3D
  • Realtime
  • Registered with real world
  • Applications
  • Medical
  • Architecture
  • Education
  • Entertainment

BMW Repair Concept Video
29
Augmented Reality Examples
Brain Structure Visualization
Collaborative Urban Planning
Aerodynamics Visualization
30
Display Summary
  • Lots of options and products
  • Consider
  • Who is the audience? Single or multiple users?
  • What visual resolution do you need?
  • What is the cost?
  • What level of immersion is required?
  • Do you perceive stereopsis?
  • How will you interact with the display?...

31
Interaction
32
Interaction Techniques
  • Methods (hardware or software) allowing a user to
    accomplish tasks in a user interface
  • A successful interaction technique
  • Requires appropriate mappings between the user
    input and interface actions
  • Must suit both the input device and the display
    type
  • Different techniques for different interfaces
  • Task Select a particular atom in a molecule
  • Desktop Point with mouse, click to select
  • CAVE Aim with wand, say select

33
Standard Input Devices
  • Keyboard
  • Fast text entry
  • Plenty of buttons
  • Mouse
  • Define 1D and 2D positions, regions, paths
  • Selection from a menu/list
  • Quantify control GUI widgets that affect
    variables
  • Scroll wheel for zooming

34
Desktop Interaction Techniques
  • Well supported in 2D via WIMP metaphor
  • Windows, Icons, Menus, Pointers
  • Standard set of input styles
  • E.g. Point-and-click, drag-and-drop, pop-up-menu
  • Screen as a window into information space
  • Pan and Zoom
  • ArcBall for 3D rotation

35
Desktop Interaction Techniques
Pan and Zoom
ArcBall Rotation
36
Specialised Desktop Devices
  • 3D Position and Orientation without tracking
  • Pan, zoom, rotate simultaneously
  • Push, pull, twist
  • 3D Connexion
  • SpaceMouse
  • Space Navigator

37
Touchscreens
  • Increased directness with visualisation
  • Multi points of contact
  • Multiple fingers (complex gestures)
  • Two hand interaction (kinematic chain)
  • Multiple users (collaboration)
  • All of the above?
  • Multitouch examples
  • Microsoft Surface
  • Perspective Pixel (Jeff Han)

38
Interaction challenges with Large Displays
  • Standard devices become less useful (useless?)
  • Where is the mouse cursor?
  • How do you move the mouse 10,000 pixels but still
    select small objects?
  • Options
  • Touch screen input
  • Use a proxy, e.g. tablet PC
  • Adopt strategies from 3D UIs

Tablet Pointing
39
Interaction in 3D User Interfaces
  • No concrete standard
  • Different 3D interfaces provide different
    interaction mechanisms
  • Key tasks in a 3D user interface
  • Navigation
  • Selection
  • Manipulation
  • System Control
  • 2D input devices can be used, but typically
    specialised 3D input devices are preferred
  • E.g. gloves, tracking

40
3D Input Devices
  • Data Gloves
  • Natural interaction
  • Hand motion tracking
  • Finger flexure
  • Haptic feedback option
  • Accuracy? hygiene? fatigue?
  • Wands
  • Handheld controllers
  • Buttons, knobs, dials, joysticks
  • Typically 6DOF tracked for pointing, navigating,
    etc

Measurand ShapeHand
PowerGlove, 1989
Intersense IS-900 Wand
ART Flystick
41
3D Tracking Systems
  • Provide input by tracking position and/or
    orientation
  • An enabling technology of VR
  • Head tracking enhances immersion in VR
  • Hand tracking for pointing and manipulation
  • Tracked tools
  • E.g. paint brush for virtual painting
  • Motion capture
  • Animation

42
3D Tracking Technologies
  • Tracking Technologies
  • Optical (IR) E.g. ART Tracker
  • Magnetic E.g. Flock of Birds
  • Inertial E.g. InertiaCube
  • Mechanical E.g. Phantom
  • Hybrid
  • Some characteristics
  • Degrees of Freedom (DOF)
  • Update frequency
  • Tracking range and accuracy
  • Absolute vs Relative tracking
  • Tethered / Untethered
  • Resilience to external factors (e.g. EMI,
    lighting)

43
3D Navigation
  • Travel
  • Motor component
  • Getting from A to B
  • Wayfinding
  • Cognitive component
  • Where am I? Where do I want to go?

44
3D Travel Techniques
  • Travel approaches
  • Flying metaphor
  • Use head or hand tracking to specify direction
  • Grabbing the air
  • Pulling-rope metaphor (pinch gloves)
  • Smooth transitions between points of interest
  • Locomotion devices
  • Treadmills, bikes
  • Wii Fit
  • Display dependence
  • Physically turning with an HMD works well
  • Physically turning in front of a projection does
    not

45
3D Travel Techniques
Flying
VirtualSphere
46
3D Selection
  • Specify one or more objects from a set
  • Key task as it leads to most others
  • Common approaches
  • Virtual hand
  • Direct mapping, but limited reach
  • Arm extension
  • Further reach through non-linear mapping
  • Ray casting (laser pointer)
  • Remote selection but small, distant targets
    difficult
  • Hand jitter
  • Image Plane techniques
  • Reduce 3D task to 2D
  • Occlusion problems

47
3D Selection Techniques
Go-Go Arm Extension Technique
Virtual Hand
Raycasting
Image Plane Technique
48
3D Manipulation
  • Modify the position/orientation of a 3D object
  • Example techniques
  • Direct Mapping
  • 11 mapping between object and hand
  • World-in-Miniature
  • Directly interact with a scale model

49
3D System Control
  • The user may need to
  • Request the system perform a particular function
  • Change interaction mode
  • Change system state (e.g. modify visualisation
    parameters)
  • Taken for granted in 2D
  • Approaches
  • Graphical menus (2D and 3D)
  • Voice commands
  • Gestural commands
  • Tools (virtual or physical controller)

50
3D System Control Examples
Menu with Raycasting
Forms in 3D with Raycasting
Head up display in AR
51
Custom Devices
  • Increase affordance device suits task
  • Narrow scope, takes time and effort
  • Examples
  • Cubic Mouse
  • Approaches
  • Repurpose conventional devices (e.g. game
    devices)
  • IO modules sensors
  • E.g. Arduino

52
Feedback Input Devices
  • Utilise additional information channel
  • Vibrotactile feedback
  • Rumble pack
  • Haptic (force) feedback
  • SensAble Phantom
  • Track 6DOF input, provide resistance

SensAble Phantom
53
Physical Monitoring
  • Speech recognition
  • Discrete vs continuous
  • Gesture recognition
  • Physiological signals
  • E.g. Heart rate, skin conductance
  • Eye tracking
  • Brain-computer interfaces
  • E.g. Emotiv EPOCH uses Electroencephalography
    (EEG)

Emotiv EPOCH
54
Tangible User Interfaces
  • Physical form to digital information
  • Direct manipulation of bits
  • Benefits
  • Direct physical interaction
  • Exploit natural dexterity
  • Tools suited to the application
  • Can merge input/output space
  • Disadvantages
  • Typically not general purpose

Reactable Collaborative tangible music instrument
55
Tangible User Interfaces
URP, Underkoffler and Ishii, 1999
Ishii, 2008
56
TUI Examples
Placing a cutting plane through CT data
(Hinckley et al.)
Illuminating Clay and SandScape MIT Media Lab
57
Tangible Augmented Reality
  • TUI concept applied in Augmented Reality
  • Tangible, natural input coupled with overlaid 3D
    display
  • Examples
  • MagicBook
  • Physical Book ? Virtual scenes
  • Tangible Molecules
  • Physical molecules ? Virtual properties

MagicBook (Billinghurst et al.)
Tangible Molecules (Scripps Institute)
58
Focus and Context
59
Focus and Context
  • Focus and Context Problem
  • The difficulty the user faces in resolving where
    their current region of interest lies within the
    larger information space.
  • Large research effort in HCI to develop
    techniques to address this problem
  • Problem exists (even compounded) in 3D

60
2D Focus and Context Techniques
  • Explicit focus view and context view
  • E.g. Thumbnails, minimap, scrollbars

Thumbnails
61
2D Focus and Context Techniques
  • Distortion to expand details and diminish context
  • E.g. Fisheye view

62
2D Focus and Context Techniques
  • Embedded lenses
  • Partition the view into areas of focus and
    context
  • Magic Lenses
  • Generalise magnification to any type of filtering
  • Many visualisation applications!
  • Reduce clutter, highlight relevant data

63
Focus and Context Techniques in 3D
  • Approaches
  • Rendering effects
  • Depth of field
  • 3D Magic Lenses
  • Illustrative visualisation
  • Exploded views

Semantic Depth of Field
64
3D Magic Lenses
  • 3D volume of interest
  • Cutaway views
  • Data filtering
  • Multiple data layers

3D Lenses for Cutaway Views
Geographic Visualisation with Spherical Lens
3D Lens for managing complexity
65
Illustrative Visualisation
  • Incorporate principles from technical
    illustration
  • Adapt volume rendering to volume illustration
  • Degree of Interest (DOI) function
  • E.g. Transparency determined by distance to
    user-defined clipping plane
  • E.g. Transparency determined by user viewpoint,
    object of focus, semantic rules

66
http//www.cg.tuwien.ac.at/research/publications/2
005/bruckner-2005-VIS/
67
Exploded Views
  • DOI becomes degree of explosion
  • Extract parts to illustrate and expose internal
    structure
  • Mitigates occlusion problems
  • Exposes area of interest while retaining overall
    context

68
Exploded Views Video
69
AR Magic Lens Visualisation
  • Visualisation aid for AR
  • Tangible Input device
  • Augmented Reality
  • FocusContext visualisation
  • Magnifying glass metaphor

70
AR Magic Lens
71
Summary
  • Many types and variations of display and input
    device
  • Interaction techniques map user input to
    interface actions
  • Must consider input device and display
  • Appropriate mappings are vital to usability
  • Consider specialised devices and tangibile input
  • Challenges
  • Finding a combination of tools that suits your
    visualisation needs (and budget!)
  • Achieving a high level of usablility
  • Wide FOV stereo head tracking can be powerful
  • Can also achieve a lot on the desktop!

72
Questions
  • Thanks for listening!
  • Come see some of this tech at the HIT Lab
  • Contact julian.looser_at_hitlabnz.org
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