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Selected Topics in 3D User Interfaces

This lecture explores the advantages and limitations of 2D and 3D interfaces, as well as techniques for seamlessly integrating these two types of interaction. The taxonomy of 2D/3D interfaces is discussed, including direct and indirect display surfaces. Innovative approaches such as the Step WIM, foot-based interfaces, and body gesture interfaces are also examined. The lecture concludes with a discussion on isomorphic and non-isomorphic philosophies of human-machine interaction.

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Selected Topics in 3D User Interfaces

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  1. Selected Topics in 3D User Interfaces Joseph J. LaViola Jr. CS 196-2 March 6, 2006

  2. Lecture Outline • 2D/3D interfaces • Nonisomorphic interaction

  3. Lecture Outline • 2D/3D interfaces • Nonisomorphic interaction

  4. 2D Interaction • Advantages • provides a sense of feedback • very accurate • some operations that are 3D in nature are more easily done with a 2D input device (e.g. object selection) • picking objects is much easier in two dimensions • Limitations • manipulating 3D objects • have to add 3rd dimension in unconventional and unnatural ways • WIMP

  5. 3D Interaction • Advantages • more natural for object manipulation once the object is taken • take advantage of 3D hand gestures and postures • stereoscopic vision • Limitations • very difficult to write and annotate • difficult to pick and place objects accurately

  6. Bringing 2D and 3D Together • Goal: Let’s take the advantages from each type of interaction and bring them together to form a more usable interface • Broaden the application space

  7. Seamless Integration • Critical component • Requires both physical and logical integration • Do not want the user to work hard to change modes • Tools should know what interaction technique they are used for • a device should know whether it is used for 3D interaction or 2D interaction based on context

  8. 2D/3D Interface Taxonomy • Based on display surface interaction • Taxonomy • direct • hand-held indirect • hand-held direct

  9. Direct Display - ErgoDesk • 3D modeling application • 2D interaction on display surface • Based on Sketch • Allows users to create, edit, view and manipulate 3D models

  10. Hand-Held Indirect (1): Virtual Notepad • Tool for writing in immersive environments • Allows users to take notes and annotate documents

  11. Hand-Held Indirect (2): Transparent Pad • Transparent prop for the Virtual Table • tool and object palette • window tools • through-the-plane tool • volumetric manipulation

  12. Hand-Held Direct Displays • PDA’s in Immersive VEs • Watsen used PalmPilot in a CAVE-like device [IPT99] • provides camera, environment, and geometry controls • Wacom Tablet in the TAN-Cube • too heavy • wires got in the way • has potential

  13. Going Beyond the 2D/3D Taxonomy • Go beyond the 2D surface and hand approach • Utilize traditional 2D concepts and extend to 3D interfaces • Step WIM – based on maps • TULIP – based on 2D menus

  14. The Step WIM • Miniature version of the world placed on the floor • Motivated by Pausch and Stoakley’s WIM • Augmented roadmap • Step WIM scales up around users feet • Operations • invoking • navigating • dismissing • scaling

  15. Foot-based Interface • Toe and heel tapping • “no place like home” metaphor • Developed interaction slippers • Disambiguation of navigate and dismissal • based on user gaze • derived from pilot studies

  16. Body Gesture Interface • More fluid gesture/less invasive device • Use waist tracker to detect upward bouncing gestures • Algorithm • first get user’s initial waist height • monitor the waist tracker’s position • check to see if the waist is above a height delta for a given amount of time

  17. Step WIM Scaling • VEs may be too large to fit within user’s walking area • Scaling implicitly provides different levels of detail

  18. Foot-based Scaling • Heel click toggles Step WIM scaling mode • Center of scale is user’s initial “location” in WIM • maintain position within the WIM • Walking forward – closer look at the world • Step WIM grows larger • Walking backward – gain perspective • Step WIM grows smaller

  19. Body Gesture Scaling • Avoid cue conflict of “walking in place” • Holding a crouching gesture increases Step WIM size • Holding a bouncing gesture decreases Step WIM size • Center of scaling is projection of user’s waist • Gestures must be held longer than the bounce time threshold • distinguishes between scaling and activation/dismissal

  20. TULIP – Three Up Labels in Palm • Menu system using Pinch gloves • Derived from a number of iterations • Non-dominant hand controls menus • Dominant hand controls menu items

  21. TULIP – Evaluation • Compared with pull-down and pen and “pen and tablet” menus • “Pen and tablet” found to be faster • Users preferred TULIP • TULIP had higher comfort level

  22. Lecture Outline • 2D/3D interfaces • Nonisomorphic interaction

  23. Isomorphic vs. Non-Isomorphic Philosophies • Human-Machine interaction • input device • display device • transfer function (control to display mapping) • Isomorphic – one-to-one mapping • Non-isomorphic – scaled linear/non-linear mapping

  24. Non-Isomorphic 3D Spatial Rotation • Important advantages • manual control constrained by human anatomy • more effective use of limited tracking range (i.e vision-based tracking) • additional tools for fine tuning interaction techniques • Questions • faster? • more accurate?

  25. Rotational Space • Rotations in 3D space are a little tricky • do not follow laws of Euclidian geometry • Space of rotations is not a vector space • Represented as a closed and curved surface • 4D sphere or manifold • Quaternions provide a tool for describing this surface

  26. Quaternions • Four-dimensional vector (v,w) where v is a 3D vector and w is a real number • A quaternion of unit length can be used to represent a single rotation about a unit axis and angle as

  27. Linear 0th Order 3D Rotation • Let be the orientation of the input device and be the displayed orientation then • Final equations w.r.t. identity or reference orientation are

  28. Non-Linear 0th Order 3D Rotation • Consider • Let k be a non-linear function as in

  29. Design Considerations • Absolute mapping – taken on i-th cycle of the simulation loop • Relative mapping – taken between the i-th and i-1th cycle of the simulation loop

  30. Absolute Non-Isomorphic Mapping • Generally do not preserve directional compliance • Strictly preserve nulling compliance

  31. Relative Non-Isomorphic Mapping • Always maintain directional compliance • Do not generally preserve nulling compliance

  32. Experimental Usability Study • Comparison of relative non-isomorphic rotation technique with conventional technique • Hypothesis • rotation tasks will be faster with non-isomorphic approach for large rotations • moderate amplified rotations will decrease accuracy • Results • subjects performed 13% faster with non-isomorphic approach with no accuracy degradation

  33. Amplified Non-Linear Rotation for VE Navigation (1) • Users expect the virtual world to exist in any direction • 3-walled Cave does not allow this • adapt expected UI to work in restricted environment • Amplified rotation allows users to see a full 360 degrees in a 3-walled display • A number of approaches were tested • important to take cybersickness into account

  34. Amplified Non-Linear Rotation for VE Navigation (2) • Apply a non-linear mapping function to the user’s waist orientation and his or her distance from the back of the Cave • Calculate the rotation factor using a scaled 2D Gaussian function • The new viewing angle is

  35. Amplified Non-Linear Rotation for VE Navigation (3)

  36. Non-Linear Translation for VE Navigation (1) • Users lean about the waist to move small to medium distances • users can lean and look in different directions • Users can also lean to translate a floor-based interactive world in miniature (WIM) • Step WIM must be active • user’s gaze must be 25 degrees below horizontal

  37. Non-Linear Translation for VE Navigation (2) • Leaning vector is the projection of the vector between the waist and the head onto the floor • gives direction and raw magnitude components • Navigation speed is dependent on the user’s physical location • Leaning sensitivity increases close to a boundary • Linear function - • Mapped velocity -

  38. Non-Linear Translation for VE Navigation (3) • Navigation speed is also dependent on the user’s head orientation with respect to the vertical axis • especially useful when translating the floor-based WIM • Mapping is done with a scaled exponential function • Final leaning velocity is

  39. Conclusions • Important ideas found in Chapters 5-8 of 3D UI book

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