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3D Multimodal Interaction

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Interface: Specialized choice of hardware / software through ... Using Props. Passive Haptic / Tactile. Two hands. Physical Metaphors. Using Proprioception ... – PowerPoint PPT presentation

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Title: 3D Multimodal Interaction


1
3D 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,
2
Goals 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

3
Some 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

4
Structured Approach
5
Other 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

6
Human 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
7
Display 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

8
CAVE
9
ImmersaDesk / Workbench
10
(No Transcript)
11
(No Transcript)
12
Auditory 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

13
Tactile/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

14
Discrete Input Devices
  • Main features
  • generate one event at a time based on the user
  • examples
  • keyboard, Pinch Glove
  • Interface design
  • useful for discrete commandinterface

15
Continuous 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

16
Combination 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

17
Guidelines 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)

18
Generic 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

19
Classification of Travel by Subtasks
20
Classification 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

21
Things 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)

22
Things 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

23
Navigation Techniques
Worldlet (Elvins, 1997)
World-in-Miniature (Stoakley, 1995)
24
Classification of Selection
25
Classification of Manipulation by Subtasks
26
Classification of Manipulation by Metaphors
27
Other 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

28
Things 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)

29
Selection / Manipulation Techniques (1)
Simple Virtual Hand
Ray-casting (Bolt, 1980)
30
Selection / Manipulation Techniques (2)
Spotlight (Liang, 1994)
Aperture (Forsberg, 1996)
31
Selection / Manipulation Techniques (3)
Fishing reel (Bowman, 1997)
Sticky Finger (Pierce, 1994)
Scaled-world grab (Mine , 1997)
32
Selection / Manipulation Techniques (4)
World-in-Miniature (Stoakley, 1995)
Go-Go (Poupyrev , 1996) Homer (GoGo Ray Casting)
33
Multimodality 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
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