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VR Interfaces – Navigation, Selection and UI Elements

VR Interfaces – Navigation, Selection and UI Elements. By David Johnson. VR Interfaces. How do we tell the computer to do things? How do we select things? How do we navigate around?. VR Interface Challenges. Intuitive Make interaction work like the real world Minimize cognitive overhead

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VR Interfaces – Navigation, Selection and UI Elements

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  1. VR Interfaces – Navigation, Selection and UI Elements By David Johnson

  2. VR Interfaces • How do we tell the computer to do things? • How do we select things? • How do we navigate around?

  3. VR Interface Challenges • Intuitive • Make interaction work like the real world • Minimize cognitive overhead • Augmentation • Give users new capabilities

  4. Quick UI review • Norman’s Principles of Design • Make things visible • Provide a good conceptual model • Affordance • Mapping • Constraints • Feedback

  5. Visibility

  6. Good Conceptual Model • A good conceptual model allows us to predict the effects of our actions • Without a good model we operate blindly • Simply follow rules without understanding a reason • No understanding of cause or effect • No recourse when something breaks • Fridge/freezer controls • Thermostat

  7. Affordances

  8. Mapping

  9. Constraints • Prevent you from doing what you shouldn’t do • Grey out selections that don’t apply at the current time

  10. Feedback Examples • Clicker on your turn signal • Animated icon while waiting for a web page to load

  11. Why is usability important? • Poor usability results in • anger and frustration • decreased productivity in the workplace • higher error rates • physical and emotional injury • equipment damage • loss of customer loyalty

  12. 2D Interfaces • Dominant computer interface uses a mouse and graphical elements Xerox Star (1981)

  13. 2D Interfaces • Why is it a WIMP interface? • Windows • Icons • Menus • Pointer Xerox Star (1981)

  14. 3D Interfaces • Need to map 2D interfaces to 3D • Hopefully, create whole new expressive interfaces

  15. 3D equivalent of a Mouse? • Mouse • 2D positioning • Buttons to hold or click

  16. 6DOF mouse • Flying mouse • Fledarmaus • The Bat • How do you clutch/ratchet? • In 2D, picking up disables tracking

  17. Menus in Virtual Space • Cannot easily overlay menus • “Float” menus in space • Select by raycasting • Keep near user’s head Jacoby, Ellis 1992

  18. Menus in Virtual Space • Ring Menus • JDCAD 1993 • Liang • ISAAC 1995, • Mark Mine • Rotate hand to moveselection point

  19. Menus in Virtual Space • Darken, 1994 • Overlaid menus • Speech selection

  20. Menus in Virtual Space • Pen and Tablet • Track a tablet and pen • Put 2D menus on tablet • “Haptic Hand”

  21. Menus in Virtual Space • Bowman • Pinch Gloves • Select with thumb to finger • High-level menu on ND hand • Secondary menu on D hand • First tries • Scrolling menu using pinches or • More items on pinkie

  22. TULIP Menus • Three-Up, Labels in Palm • Virtually raise hands • Rotate menus • Put ‘next’ groups on palms • Users preferred over floating and tablet menus • Perhaps slower

  23. Menus in Virtual Spaces • ‘Virtual tricorder’ • Wloka 1995

  24. Gestures • Symbolic • Cultural meaning (O.K. sign) • Deictic • Pointing, direct viewer’s attention • Iconic • Showing an example path with hand • Pantomimic • Act out the activity

  25. Gestures • GIVEN (1992) • Neural net recognition • 20 gestures • Fly, grab, etc. • Mine • “Physical mnemonics” • Pull-down menus from near head • Delete by throwing over shoulder

  26. Numerical Input • Mark Mine • A digit at a time • Sliders too imprecise

  27. Text Input • Bowman • Pinch glove • Thumb to home row finger • Hands in/out to go down/up row • Rotate to hit extra keys

  28. Basic Navigation Tasks • Exploration • Untargeted movement • Build internal map • Positioning • Move to known location • Maneuvering • Precise positioning of viewpoint • Typically short motions

  29. Natural Interfaces • Walking • Biking • Snowboard • Swimming • Issues?

  30. Walking workaround • Redirected walking • movie

  31. Flying Interfaces • Flying • Magic carpet • Guided navigation • River analogy • Issues?

  32. Steering Interfaces • Pointing • Expressive • Hand shake • Torso • Gaze-directed • simple • Physical device

  33. Hand-based Interfaces • Colin Ware (1990s) • World-in-hand • Eye-in-hand

  34. Point-to-point Travel • Select a point in a scene • Computer picks path • Teleport • Bowman et al. found significant spatial disorientation from teleport

  35. World in Miniature • User holds dynamic map in one hand • Navigation is reduced to object positioning

  36. WIM Setup • Physical props – clipboard and interface ball

  37. Two-handed Flying • Mark Mine

  38. Fundamental Operations in a UI • Select an object • Manipulate an object • Translate • Rotate • What are some techniques in 2D interfaces?

  39. From the Beginning • Sutherland and Vickers • Sorcerer’s Apprentice (1972) • Track stylus • Selection of vertices • Intersection of cube at tip of stylus

  40. Pointing: Put That There • 1979 • Ray from tracked hand • Speech interface • movie

  41. Pointing: JD-CAD (1993) • “Laser gun” from hand • Tracker noise • Harder to select far away • Spotlight • Add a cone to the ray • Select objects based on • Distance from cone axis • Distance from hand

  42. Silk Cursor • Replace wireframe selection box with translucent box • Visual cues to containment

  43. Pointing: Aperture • Spotlight from eye • Cone angle based on distance from hand to eye • Selection modified by hand orientation

  44. Pointing: Flexible Pointer • Two-handed • Hand direction bends pointer • Can select occluded objects • movie

  45. Hand: GoGo Interaction (1996) • Go-Go uses Non-Linear mapping between virtual and real hand • Control-display ratio • Stretch go-go variation • Pros: • Extended reach when needed • Direct manipulation • Cons: • Reach still limited by arm length • Precision suffers when reach is extended (low level of control) Movie

  46. Image Plane Techniques • Point or gesture at an objects projection onto the viewing plane • “head-crusher” • Kids in the hall • “Sticky finger” • Similar to ray casting • Pros: • Very intuitive • Allows user to reach objects at an arbitrary distance • Cons: • Limited by the need for line of sight • Can be fatiguing • Virtual hand may obscure small objects

  47. Two Handed and Body-Centered Interaction • What can you do with two hands? • What if you use your body as a reference point? • Mine, Mark, Frederick P. Brooks Jr., and Carlo Sequin (1997). Moving Objects in Space: Exploiting Proprioception in Virtual-Environment Interaction. Proceedings of SIGGRAPH 97, Los Angeles, CA. • “Scaled-space grab”

  48. HOMER technique Hand-Centered Object Manipulation Extending Ray-Casting • Select: ray-casting • Manipulate: hand • Translation proportional to initial object distance Time

  49. World in Miniature • User holds dynamic map in one hand • Objects can be moved in map • What about fine positioning? • What about selection of small objects?

  50. Voodoo Dolls • User creates map with image plane selection

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