Interaktion i Virtual Reality Jesper Kjeldskov CVMT - PowerPoint PPT Presentation

1 / 38
About This Presentation
Title:

Interaktion i Virtual Reality Jesper Kjeldskov CVMT

Description:

Panorama, Powerwalls. Monitors. Creating interaction for VR ... 45 forskellige registry kombinationer af disse devices til CAVE, Panorama og desktop setup ... – PowerPoint PPT presentation

Number of Views:25
Avg rating:3.0/5.0
Slides: 39
Provided by: jesperkj
Category:

less

Transcript and Presenter's Notes

Title: Interaktion i Virtual Reality Jesper Kjeldskov CVMT


1
Interaktion i Virtual Reality Jesper
KjeldskovCVMT
2
Interaktionsprojektet
  • Samarbejde mellem Staging og VRCN
  • 6 måneders fokus på interaktion i VR med
    udgangspunkt i VRCNs faciliteter
  • Skabelse af fundament for arbejde med interaktion
    i VR ved VRCN
  • Fokus på både teknologi og anvendelse

3
Dagens fokus
  • Introduktion til interaktion i VR
  • Problemstillinger ift. interaktion i VR
  • Alternative løsninger
  • Fordele
  • Ulemper
  • Mulighederne for at lave interaktive VR
    applikationer ved VRCN i dag

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
Positiontrackers
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
1) 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

17
2) 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 ?

18
3) 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

19
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 vs. virtuel objects
  • Visualizations/simulations vs. eg. art, games,
    etc.

20
1) 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 joystick is best suited for continuous
    movements

21
2) 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 trackball is best suited for absolute
    movements

22
3) 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 difficult to understand

23
Manipulation i VR
  • Two primary approaches
  • Simple virtual hand
  • Ray-casting (virtuel laserbeam)

24
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

25
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

26
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

27
1) 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.)

28
2) 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

29
3) 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

30
Combining interaction modes
  • Optimize combinations
  • Devices, display, context
  • Implementation of devices
  • Orientation
  • Navitagion
  • Manipulation

31
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

32
Mulighederne for at udvikle interaktive VR
applikationer ved VRCN i dag...
33
Udvikling af VR-apps. ved VRCN
  • VR området udgør stadig a new frontier
  • Standarder er stort set ikke-eksisterende
  • Mangel på tradition og konventioner i design
  • Mangel på gode udviklingsværktøjer
  • Hovedregel VR kræver programmering!
  • Skal man lave noget fedt, må man have fingrene
    ned i skidtet!
  • Men er dette reelt anderledes end ift. mm og
    web?

34
Udvikling af VR-apps. ved VRCN
  • Division vs. CaveLib
  • Division (grafisk interface)
  • Relativt let at gå til
  • Begrænset ift. programmeringsmuligheder
  • CaveLib (/C bibliotek)
  • Store muligheder for programmering af det fede...
  • Svært at bruge for ikke-programmører

35
Interaktion i Division
  • Baseret på en virtuel krop - metafor
  • Brugeren repræsenteres ved en række relaterede
    kropsdele som torso, head, eyes, leftHand,
    rightHand osv.
  • Den virtuelle krop kan konfigureres i en .bod
    tekstfil (tekst)
  • Inputdevices sættes op og tilknyttes den
    virtuelle krop i en registry tekstfil
  • En række standard body/registry filer kan
    anvendes og/eller tilpasses

36
Divisions tilgang til interaktion
  • Fordele
  • Let forståelig/overskuelig metafor
  • Overskuelig at konfigurere/anvende
  • Ulemper
  • Begrænser hurtigt mulighederne for at få det som
    man vil have det
  • Er begrænset ift. anvendelsen af andre typer
    devices end positionstrackere og joysticks
    (f.eks. handsker)

37
Understøttede devices
  • Polhemus fastrak/isotrak (stylus, 3Ball, plain)
  • Computervision i CAVE
  • Wanda/TrackMan
  • Spacemouse
  • 2D mus/keyboard
  • Handsker (som 5x knapper comming soon)
  • Meget konfigurerbare nye drivere!!!
  • p.t. ca. 45 forskellige registry kombinationer af
    disse devices til CAVE, Panorama og desktop
    setup

38
Videre arbejde med VR
  • Kombinationer af orientering, navigation og
    manipulation i konkrete anvendelseskontekster
  • Interaktion på tværs af arenaer (Orakel and
    beyond)
  • Flerbruger interaktion
  • Trådløs interaktion i CAVE fortsat fokus på
    usability, anvendelsesområder og forbedring af
    teknologi
  • Anvendelse af spildevices til interaktion i VR
  • Force-feedback v. interaktion i VR
Write a Comment
User Comments (0)
About PowerShow.com