3D User Interfaces Flashcards

1
Q

3D Interaction

A
  • Human-computer interaction in which the user’s tasks are carried out in a 3D spatial context
  • 3D input devices, 2D input devices mapping into 3D
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2
Q

3D User Interface (UI)

A

A UI that involves 3D interaction

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3
Q

3D Interaction technique:

A

A method (hardware and software) allowing a user to accomplish a task in a 3D UI

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4
Q

What makes 3D Interaction difficult?

A

Spatial input
Lack of constraints
Lack of standards
Lack of tools
Lack of precision
Fatigue
Layout more complex
Perception

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5
Q

Mine’s Fundamental Forms of Interaction in Virtual Environments

A

Movement: for a user to move through the virtual world
- Parameters: speed, direction

Selection: ways to indicate the target of the desired interaction
- Requires: Method to 1) identify object of interest (Pointing), 2) Signal or command to indicate act of selection (button press)

Manipulation: Specification of an object’s position and/or orientation in the virtual world.
- Parameters: change in position, change in orientation and center of rotation.

Scaling: to get components at their correct relative score, and allow a user to view some small detail
- Parameters: the center of scaling and the scaling factor

Menu: powerful way to add function to a virtual environment application
- Parameters: Dimensionality (1D, 2D, 3D), among many others

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6
Q

Object Selection: Goals of Selection

A
  • Indicate action on object
  • Query object
  • Make object active
  • Travel to object location
  • Set up manipulation
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7
Q

Selection Technique Classification

A
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8
Q

Simple Virtual Hand Technique

A

Process
* One-to-one mapping between physical and virtual hands
* Object can be selected by “touching” with virtual hand
* “Natural” mapping

Limitation:
* Only select objects in hand reach

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9
Q

GO-GO Technique

A
  • Arm-extension technique
  • Non-linear mapping between physical and virtual hand position
  • Local and distant regions (linear < D, non-linear > D)
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10
Q

Ray-Casting Technique

A

“Laser pointer” attached
to virtual hand
* First object intersected by ray may be selected
* User only needs to control 2 DOFs
Proven to perform well for remote selection
Variants:
* Cone casting
* Snap-to-object rays

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11
Q

Virtual Hand vs Pointer

A

Virtual hand:
* Direct, physical, natural, resembles the real world
* Fast performance
* As accurate as hand/finger
* Only for reachable objects
* Occlusion of view through own hand

Virtual pointer:
* Interact with out-of-reach objects
* Requires pointing & confirmation
* Slower, but accurate
* Less occlusion

-> Depends on interaction technique, task, …

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12
Q

Image Plane interaction

A
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13
Q

Object Manipulation: Goals of Manipulation

A
  • Object placement
    *Design
    *Layout
    *Grouping
  • Tool usage
  • Travel
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14
Q

Taxonomy of Manipulation Techniques

A
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15
Q

Egocentric vs Exocentric metaphor

A
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16
Q

Common Manipulation Techniques

A
  • Simple virtual hand
  • HOMER
  • Scaled-world grab
  • World-in-miniature
  • Gaze + Pinch
17
Q

Simple Virtual Hand Manipulation

A
18
Q

HOMER Technique

A

H: Hand-Centered
O: Object
M: Manipulation
E: Extending
R: Ray-Casting

  • Selection: Ray-casting
  • Manipulate: directly with virtual hand
  • Include linear mapping to allow wider range of placement in depth
19
Q

Scaled-World Grab Technique

A
  • Often used w/ occlusion
  • At selection, scale user up (or world down) so that virtual hand is actually touching selected object
  • User doesn’t notice a change in the image until he moves
20
Q

World-In-Miniature (WIM) Technique

A
  • “Dollhouse” world held in user’s hand
  • Miniature objects can be manipulated directly
  • Moving miniature objects affects full-scale objects
  • Can also be used for navigation
21
Q

Gaze + Pinch Interaction

A
  • Hands act: Gaze only indicates targets, but hands manipulate it.
  • Target snapping: The target closest to gaze is always selected.
  • 1:1 translation: Object moves like hand moves
22
Q

Design Guidelines

A
  • No single best manipulation technique
  • Optimise the interaction technique vs the device/task
  • Reduce degrees of freedom, clutching
  • Pointing techniques for selection vs grasping technique for manipulation
  • Established techniques vs designing a new application-specific method
  • Trade-off between technique design vs environmental design
23
Q

Conclusions

A

User interface key for good XR experience
* Usability one of the most crucial issues facing VE applications
* Implementation details critical to ensure usability
* Ease of coding not equal to ease of use
* Need 3D user interface techniques

Design for
* Selection/Manipulation
* Navigation
* System control

Follow good design guidelines
* Cannot just implement 2D techniques in XR