Lecture 8 - 3D Interaction Challenges Flashcards

1
Q

What are the 4 areas of interaction challenges for 3D systems?

A
  • ergonomics (how to make use comfortable)
  • legibility and readability (being able to see , understand and perceive content)
  • awareness of reality (staying safe in the real world)
  • physical space (moving both in physical and virtual world)
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2
Q

Challenges involved with ergonomics?

A
  • can users comfortably reach content (is it close enough to interact and read)
  • if something cannot be reached is there an alternative way to reach it (ray-casting? egocentric content positioning? bring stuff to the foreground?)
  • can users comfortably perform movements we ask them to perform (excessive head rotations (neck fatigue) , excessive arm or body movements (gorilla arms) )
  • how quickly will users tire from the interaction? (is there excessive physical demands , try keep arms near torso for long interactions , use ray-casting to minimise reaching , minimise dwell times to reduce interaction duration ) => could use the consumed endurance model to check cost
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3
Q

Challenges related to Legibility and Readability?

A
  • how easily can users read text and understand information? (should be closed enough and not distorted, occluded,badly angled or unreadable due to lack of contrast with background)
  • text should be readable at all distances (can’t get distorted up close)
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4
Q

How can we improve text Legibility and Readability?

A
  • adapt text alignment to user perspective e.g. rotate to where the user is facing
  • improve the contrast between foreground and background to ensure visibility
  • render over good (typically flat) surface e.g. table or wall
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5
Q

virtChallenges related to awareness of reality?

A
  • virtual environment blocking the real environment (obstacles , people around us and events coming up ) => can intrude our interaction with the virtual system
  • how can we support awareness of reality (perhaps some AR? we don’t want to affect our perception though)
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6
Q

Potential solutions to awareness of reality?

A
  • augmented virtuality (bringing selective objects from the real world into our virtual environment)
  • having a constrained play area (boundaries of safe space)

WITH ALL OF THESE THINK HOW IMMERSION AND PRESENCE IS AFFECTED!

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7
Q

Challenges related to physical area?

A

The physical world occupies a limited space, while the virtual world can be infinite, setting a play area will further limit the space virtually. How can we map the virtual and physical environment in a way that they will match while keeping the immersion aspect?

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8
Q

Potential solutions?

A
  • translational gain e.g. 1m of movement in reality is 4m in virtual environment
  • redirected walking - trick brain into thinking we are walking in a straight line somehow - creating infinite virtual distance when walking in a circle
  • teleportation via ray casting
  • input devices for controlling movement , we won’t ever have to physically move
  • treadmills , preferably 360 to allow movement in all directions
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9
Q

in conclusion what do we need to think about when making 3D environments?

A
  • input techniques that reduce technique
  • visual cues that gives us awareness of the physical world
  • locomotion techniques to allow movement in a constrained space

always think about how immersion and presence is affected.

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