Lecture 8 - 3D Interaction Challenges Flashcards
What are the 4 areas of interaction challenges for 3D systems?
- 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)
Challenges involved with ergonomics?
- 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
Challenges related to Legibility and Readability?
- 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)
How can we improve text Legibility and Readability?
- 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
virtChallenges related to awareness of reality?
- 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)
Potential solutions to awareness of reality?
- 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!
Challenges related to physical area?
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?
Potential solutions?
- 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
in conclusion what do we need to think about when making 3D environments?
- 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.