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Lecture 3: Interaction

Lecture 3: Interaction. Klaas Werkman Arjen Vellinga. Contents. Immersive Systems Virtual Model Body Model Non-immersive systems Input devices Tasks in Virtual Reality. Interaction. Types of tasks. Navigation / Locomotion Object manipulation.

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Lecture 3: Interaction

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  1. Lecture 3: Interaction Klaas Werkman Arjen Vellinga

  2. Contents • Immersive Systems • Virtual Model • Body Model • Non-immersive systems • Input devices • Tasks in Virtual Reality Lecture 3: Interaction

  3. Interaction Lecture 3: Interaction

  4. Types of tasks • Navigation / Locomotion • Object manipulation Lecture 3: Interaction

  5. User properties that may influence the performance of a task • User experience • Domain knowledge • Technical aptitudes • Left-handed/right-handed • Physical properties such as age, gender, size, stature Lecture 3: Interaction

  6. Virtual Reality Model • Participant should be immersed within the virtual world • Participant should be able to directly manipulate the virtual world • The environment should be intuitive to use • The environment should have a natural set of interaction metaphors Lecture 3: Interaction

  7. Immersion • The displayed information surrounds the participant • The display is extensive • The display is inclusive • The display is vivid Lecture 3: Interaction

  8. Example immersive system • Head Mounted Display (HDM) Lecture 3: Interaction

  9. Another example Lecture 3: Interaction

  10. Example semi-immersive system • Cave Automatic Virtual Environment (CAVE) Lecture 3: Interaction

  11. Difficulties interaction human and system • Gulf of execution • Gulf of evaluation Lecture 3: Interaction

  12. Difference between CAVE and HMD with respect to interaction between human and system. • HMD: Virtual body displayCave: Real body is visible Lecture 3: Interaction

  13. Body Model • Description of the interface to the Virtual Environment System • Geometric description of the body drawn from an egocentric point of view Lecture 3: Interaction

  14. H-Anim body hierarchy Lecture 3: Interaction

  15. Motion tracking • Animation Lecture 3: Interaction

  16. Six properties of tracking systems • Accuracy • Resolution • Range • Total system lag • Update rate • Robustness Lecture 3: Interaction

  17. Object manipulation example Lecture 3: Interaction

  18. Locomotion Lecture 3: Interaction

  19. Collision Detection • Preventing object intersection • Object pair collision detection; several tests to achieve this. Lecture 3: Interaction

  20. Exhaustive test Lecture 3: Interaction

  21. Basic rejection test 1 • Each scene element is surrounded by a bounding sphere. Two objects cannot overlap if the distance between the two bounding sphere centers is greater then the sum of the radii of the bounding spheres. Lecture 3: Interaction

  22. Basic rejection test 2 • Separating plane test: Two objects cannot collide if any plane can be found where all the points of one object lie on one side and all the points of the other object lie on the other side. Lecture 3: Interaction

  23. Basic rejection test 3 • Bounding Box Range Test: Two boxes can overlap in 3D if and only if both their x-ranges overlap and both their y-ranges and both their z-ranges overlap. Lecture 3: Interaction

  24. General Collision Detection • With n objects n2 possible pairs of objects. • Discard as many pairs as possible by spatial partitioning Lecture 3: Interaction

  25. Spatial Division example Lecture 3: Interaction

  26. Non-immersive Systems • Desktop Virtual Reality • Fish Tank Virtual Reality Lecture 3: Interaction

  27. Characteristics of input devices • Degrees of freedom • Spatial resolution • Sampling rate and system lag • Resistance (isotonic or isometric) • Body centered interaction • Number of user supported • Size, weight, comfort and mobility • Costs Lecture 3: Interaction

  28. 6D Mouse Lecture 3: Interaction

  29. Space ball Lecture 3: Interaction

  30. Tablet Lecture 3: Interaction

  31. Glove • VPL Glove • Cyberglove Lecture 3: Interaction

  32. Taxonomy of Mackinlay • The classification is: • Linear / Rotary • Position, Rotation / Force, Torque • Relative / Absolute • Direction • Sensitivity (1 = discrete, 10 = small range, 100 = large range, INF = continuous) Lecture 3: Interaction

  33. Taxonomy of Mackinlay Lecture 3: Interaction

  34. Three types of composition • Merge composition • Layout composition • Connection composition Lecture 3: Interaction

  35. Magic Wand • Animation Lecture 3: Interaction

  36. Selection Lecture 3: Interaction

  37. Object Manipulation • Translation • Rotation Lecture 3: Interaction

  38. Translation Lecture 3: Interaction

  39. Locomotion Metaphors • Scene-in-hand — The scene itself is slaved to the input device • Eyeball-in-hand — User viewpoint is controlled via direct manipulation of virtual camera • Flying vehicle control — The input device provides the controls for the vehicle such as velocity and rotation • Real world control — Walking, walking-in-place Lecture 3: Interaction

  40. Locomotion Lecture 3: Interaction

  41. Locomotion • Scale • Accuracy Lecture 3: Interaction

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