Title: 3D Multimodal Interaction
13D Multimodal Interaction
- Why 3D / Multimodal ?
- Presence, Naturalness(Cognitive Load),
Speed/Efficiency - Interface Specialized choice of hardware /
software through which a user communicates with a
computer system - Interaction A model by which a user accomplishes
some tasks via the interface
System
H/W
S/W
HMD, Tracker, Glove...
Metaphors,Widgets, ...
Interaction Model
Tasks
Sequence, Context, Hierarchy, Composite, Stage
Navigation, Select, Manipulate, Command, Data
Input,
2Goals and Problems of Interaction Design
- Performance (Quantitative Measures)
- efficiency, accuracy and productivity
- helps to meet system goals (e.g. agents ?)
- Usability (Qualitative Experience)
- easy to use and learn
- Applicability to other domain (Reuse)
- Problems
- Not enough Guidelines
- Multimodal (Mixing Different Sensory Information)
- Changing Technologies
- Conflicting Goals (Presence vs. Performance)
- Complexity vs. Frequency
3Some of the General Guidelines
- Structured Approach to the Interaction /
Interface Design - Task Analysis
- Identify and consider users (e.g. domain
specialty, experience, etc. ?) - What are important high level tasks /
functionalities of your VR system ? - Consider the cognitive process (e.g. AI problem
solving models) - Task Decomposition
- Sequential / Concurrent / Composite tasks
- Hierarchical Structure
- What are primitive / generic / atomic subtasks ?
- Devising a Metaphor
- Physical, virtual, or reality metaphor
- Use prior research results (Confirm
applicability) - Consider hardware constraints
- Implement Interface
- Consider human factors issues (e.g. menu size,
color, etc.) - Run Evaluation Tests
4Structured Approach
5Other Considerations
- Scale and Proportion of the Virtual Body
- Closed Loop Model of Interaction
- Consider both Display and Input Method
- Information Content of the Display
- Input / Control Parameters and Display
Correspondence - Consistency between Multimodalities
- Avoid conflicts (vs. employing conflicting
multimodalities) - Natural Metaphors (Metaphors should be a
universal one) - E.g. Using an Trackball for rotation control can
be regarded a metaphor that most anyone can
accept - Hardware Constraints
- Decoupling / Integrating control parameters (e.g.
for rotation control, adjust roll, pitch, yaw
separately or simultaneously ?) - Which part of the cognitive load can be reduced
?) - Mapping work to system functions
- Learning and remembering commands
- Magic number 7 humans short term memory
remembers about 7 items) - Understanding the Display (Natural Metaphors)
- Recovering from errors and remembering multiple
states
6Human Factors Consideration
- Visual (Eyes)
- Accommodation (Focusing by Lens Control)
- Convergence (Rotating of the Eye Balls to Focus)
- Providing Depth Perception
- Resolution (Lateral and Depth)
- Peripheral Vision (Motion is easily detected at
the outskirts of the fovea) - Persistence and Flicker (Refresh Rates of
Displays) - Sound (Ears)
- Intensity
- Direction
- Kinesthetic / Haptic / Tactile
- Passive Haptics
- Proprioception
- Vestibular Senses
- Fitts Law Time to reach a target whose width is
W and who is at A is logarithmically realted to
A/W (can affect placement of tools, widgets and
menus with respect to users)
W
Object
A
User
7Display Systems
- Anaglyphs / Polarized Glasses
- HMD Accommodation / Convergence Conflict
- Time Multiplexed (Crystal Eye) Front Object
Clipping - Boom Hand(s) Occupied
- Retinal Display
- Fully / Semi / Non Immersive
8CAVE
9ImmersaDesk / Workbench
10(No Transcript)
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12Auditory Display
- Types
- Simple beep sound
- Iconic simple wave sound
- Natural sound recorded and synthesized (sound
rendering) - Issues
- Localization and sonification
- 3D/stereo sound, HRTF (Head Related Transfer
Functions) - Graphics and audio synchronization
- Setup methods headphone, speakers
13Tactile/Haptic Display
- Main types
- Ground referenced Phantom
- Body referenced CyberGrasp
- Tactile CyberTouch
- Issues
- Producing the mechanical device
- Interface design
- must be useful for manipulation
- make it non intimidating
- mimic real world interaction
14Discrete Input Devices
- Main features
- generate one event at a time based on the user
- examples
- keyboard, Pinch Glove
- Interface design
- useful for discrete commandinterface
15Continuous Input Devices
- Trackers
- types magnetic, mechanical, acoustic, inertial,
vision/camera, hybrids - latency (time from capture to delivery of data to
system) - update rate (how many capture per unit time)
- interface design
- correspondence between physical and virtual
worlds - Dataglove
- gesture and posture communication
16Combination Devices and Speech
- Combination/Hybrid devices
- mouse, joysticks, tablets, space mouse, ring
mouse, fly mouse, BAT, Wand, Flex and Pinch - interface design
- consider DOF for users interaction
- Speech input
- requires more stable recognition technology
- word-level user-independent
- sentence-level more training, noise
- interface design
- very convenient input
- ideal for multimodal interaction
17Guidelines for choosing I/O
- Think about what interaction techniques are
required - Think about inter-restriction of input devices
and output devices - Practically money is a big factor
- designing restricted interaction techniques with
given devices Vs. buying more advanced devices - Or, make new devices for accomplishing
interaction techniques? - Also can we assume that
- constraints of VR devices will practically
disappeared in near future ? - 3D devices will become basic like the mouse
?(Space 2050)
18Generic Interaction Tasks and Their Interfaces
- Navigation travel (walk) way-finding
- Selection choosing one or more objects
- Manipulation specification of object position,
orientation, scale, shape, others(Selection ?
Manipulation ?, Menu Selection ?) - Composite Tasks
- Others almost atomic (chunked) tasks
- Visual information browsing
- Measurement
- Data input
- Following / Flow control
19Classification of Travel by Subtasks
20Classification of Travel by Metaphors
- Discrete Target Specification
- Select object in Environment
- Select from List
- Position 2D/3D Cursor
- Automatic Selection
- Continuous Target Specification
- Gaze Directed
- Pointing
- Route Specification
- Series of Markers
- Extension of Discrete Target Specification
21Things to Consider (1)
- Navigation can be further classified as
- Naïve Search look for something (dont know
where it is) - Primed Search find something (knowing where it
is) - Exploration just move (and look) around
- Goal of Navigation Spatial Awareness
- Build a Cognitive Map as fast and as accurate as
possible - Three Sources Knowledge to Take Advantage of
- Landmarks
- Environment Design (Egocentric Viewpoint)
- Artificial Cues (Landmarks and Frames of
References) - Organization (Grids and Sectors)
- Procedural
- Survey (Global Topology)
- Map Design (Exocentric Viewpoint)
- Orientation Map Alignment (reduce mental
rotation) - Position You are here markers (where you are
in the map)
22Things to Consider (2)
- Map Good for search efficiency (not visiting the
same place again) - Grid (Landmarks) Good for remembering where am
I ?, Where was it ? - Propriocetive Cues
- Walk and Rotate in Place
- People prefer interfaces based on, in the order
of, kinesthetic, vestibular, and visual feedback - Vestibular and Visual Senses are coupled
- Providing Connection between Map and Landmark
based Interface - Coupling of Head/View Direction and Travel
Direction - Bad for relative motion
- Instant Tele-portation
- Causes Disorientation
23Navigation Techniques
Worldlet (Elvins, 1997)
World-in-Miniature (Stoakley, 1995)
24Classification of Selection
25Classification of Manipulation by Subtasks
26Classification of Manipulation by Metaphors
27Other Things to Consider (1)
- Exocentric vs. Egocentric
- World in Minature / Scaled World Grab
(Excocentric) - Virtual Hand / Ray / Flashlight / Aperture
(Egocentric) - Bring object to me, Bring me to Object,
Tele-operation - World in Minature (BMtO)
- Scaled World Grab (BOtM)
- Go-Go / Ray (Teleoperation)
- Use of Constraints (e.g. When translating an
object constrain translation in x direction, then
in y and then in z in sequence). - When using ray/pointer, think about how to define
the ray - Virtual Pointer Origin (Not necessarily the
extension of eye and finger) - Collision detection / response may be important
for natural manipulation
28Things to Consider (2)
- Using two hands
- Dominating Hand does the tasks
- Non Dominating Hand provides local frame of
reference - E.g. Rotation (Left hand provides axis of
rotation and right hand carries out the task) - Using Props
- Passive Haptic / Tactile
- Two hands
- Physical Metaphors
- Using Proprioception
- Using my own work volume (Scaled World Grab)
- Making use of the body as much as possible (e.g.
make use of head motion to do something like menu
item selection instead of using voice) - Interfaces located with respect to my body (Can
find them blind folded)
29Selection / Manipulation Techniques (1)
Simple Virtual Hand
Ray-casting (Bolt, 1980)
30Selection / Manipulation Techniques (2)
Spotlight (Liang, 1994)
Aperture (Forsberg, 1996)
31Selection / Manipulation Techniques (3)
Fishing reel (Bowman, 1997)
Sticky Finger (Pierce, 1994)
Scaled-world grab (Mine , 1997)
32Selection / Manipulation Techniques (4)
World-in-Miniature (Stoakley, 1995)
Go-Go (Poupyrev , 1996) Homer (GoGo Ray Casting)
33Multimodality Issues
- General Consistency Requirement
- Integration of Different Modalities
- Competition among different sensory input to
affect processing in the brain, - Selective Attention yet possible
- Sound and Graphics Synchronization (within 150
msec or accept as two different events) - Vestibular and Visual Sense Conflict causes
sickness - Gesture and Voice mixture is effective and
preferable (Put that There (Bolt 80) - Preference vs. Performance
- Sound Feedback enhances 3D Task Performance
(Miner 94) - Not too many things we know about Multimodality
yet