Title: Display, Interaction and Navigation
1Display, Interaction and Navigation
- Julian Looser
- HIT Lab NZ
- University of Canterbury
29th January 2009
2The 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?
32D Desktop Visualisation
43D Desktop Visualisation
53D Immersive Visualisation
6What 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
7Display
8Physical 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)
9Desktop 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)
10Projection
- 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
11Tiled 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)
12Stereoscopic 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) ?
13Passive 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
14Anaglyph 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(No Transcript)
16(No Transcript)
17(No Transcript)
18Polarisation 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
19Passive Stereo Examples
- VisionSpace
- Three walls
- Six projectors
- StereoMirror
- Two LCDs
- Beamsplitter
www.planar3d.com
20Active 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)
21Active 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
22CAVE
- 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
23CAVE Video
24Autostereoscopic 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
25Volumetric 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
26Head 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
27See-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
28Augmented Reality
- Overlay of computer graphics on the real world
- 3D
- Realtime
- Registered with real world
- Applications
- Medical
- Architecture
- Education
- Entertainment
-
BMW Repair Concept Video
29Augmented Reality Examples
Brain Structure Visualization
Collaborative Urban Planning
Aerodynamics Visualization
30Display 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?...
31Interaction
32Interaction 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
33Standard 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
34Desktop 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
35Desktop Interaction Techniques
Pan and Zoom
ArcBall Rotation
36Specialised Desktop Devices
- 3D Position and Orientation without tracking
- Pan, zoom, rotate simultaneously
- Push, pull, twist
- 3D Connexion
- SpaceMouse
- Space Navigator
37Touchscreens
- 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)
38Interaction 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
39Interaction 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
403D 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
413D 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
423D 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)
433D Navigation
- Travel
- Motor component
- Getting from A to B
- Wayfinding
- Cognitive component
- Where am I? Where do I want to go?
443D 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
453D Travel Techniques
Flying
VirtualSphere
463D 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
473D Selection Techniques
Go-Go Arm Extension Technique
Virtual Hand
Raycasting
Image Plane Technique
483D 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
493D 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)
-
503D System Control Examples
Menu with Raycasting
Forms in 3D with Raycasting
Head up display in AR
51Custom 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
52Feedback Input Devices
- Utilise additional information channel
- Vibrotactile feedback
- Rumble pack
- Haptic (force) feedback
- SensAble Phantom
- Track 6DOF input, provide resistance
SensAble Phantom
53Physical 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
54Tangible 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
55Tangible User Interfaces
URP, Underkoffler and Ishii, 1999
Ishii, 2008
56TUI Examples
Placing a cutting plane through CT data
(Hinckley et al.)
Illuminating Clay and SandScape MIT Media Lab
57Tangible 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)
58Focus and Context
59Focus 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
602D Focus and Context Techniques
- Explicit focus view and context view
- E.g. Thumbnails, minimap, scrollbars
Thumbnails
612D Focus and Context Techniques
- Distortion to expand details and diminish context
- E.g. Fisheye view
622D 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
63Focus and Context Techniques in 3D
- Approaches
- Rendering effects
- Depth of field
- 3D Magic Lenses
- Illustrative visualisation
- Exploded views
Semantic Depth of Field
643D 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
65Illustrative 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
66http//www.cg.tuwien.ac.at/research/publications/2
005/bruckner-2005-VIS/
67Exploded 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
68Exploded Views Video
69AR Magic Lens Visualisation
- Visualisation aid for AR
- Tangible Input device
- Augmented Reality
- FocusContext visualisation
- Magnifying glass metaphor
70AR Magic Lens
71Summary
- 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!
72Questions
- Thanks for listening!
- Come see some of this tech at the HIT Lab
- Contact julian.looser_at_hitlabnz.org