Gestaltung und Strukturierung virtueller Welten. Bauhaus - Universität Weimar. Research at InfAR. 2ooo
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1 Gestaltung und Strukturierung virtueller Welten Research at InfAR 2ooo 1
2 IEEE VR 99 Bowman, D., Kruijff, E., LaViola, J., and Poupyrev, I. "The Art and Science of 3D Interaction." Full-day tutorial presented at IEEE Virtual Reality'99, March, InfAR 2
3 Wayfinding Ernst P.C. Kruijff Professorship InfAR (Prof. Donath) Bauhaus University Weimar, Germany 3
4 Lecture outline Wayfinding Wayfinding tasks Cognitive Map Reference frames Wayfinding support Human / psychological factors Design principles Case study Conclusion InfAR 4
5 Definition Definition wayfinding: Wayfinding is the cognitive process of defining a path through an environment, using and acquiring spatial knowledge, helped by (artificial) cues Problem: 6DOF makes wayfinding hard: human beings have different abilities to orient oneself in an environment, extra freedom can disorientate people easily InfAR 5
6 Wayfinding tasks One can distinguish four types of wayfinding tasks, depending on search method: general, explorative search Search without target naive search Search without knowing the position of the target primed search Search with knowing the position of the target specified trajectory movement Predefined path InfAR 6
7 Cognitive Map During wayfinding, a person makes use of three kinds of knowledge to built up a cognitive map of the environment: Survey knowledge Procedural knowledge Landmark knowledge Spatial knowledge acquisition cognitive map building using cognitive map for task using cognitive map for wayfinding task need for new knowledge spatial knowledge acquisition InfAR 7
8 Reference frames Egocentric reference frame: (being in the centre of space) position, orientation, movement of object with respect to position and orientation of the: eyes head body proprioceptive non-visual - sense of body parts visual - visual location of bodyparts intersensory - combination of visual and non-visual stimuli InfAR 8
9 Reference frames Exocentric reference frame: (looking from the outside, objects as centre) position, orientation and movement are defined to coordinates external to body object shape object orientation object motion InfAR 9
10 Support of spatial knowledge acquisition With respect to human / psychological factors Sense of being there helps the user to built up an (internal) mental model of the environment. Usage of a visual Virtual Body Matching proprioceptive feedback with optical flow Match between vividness (variety and richness) of environment and internal mental model strongly effects presence support landmark knowledge Allow a wide field of view InfAR 10
11 Support of spatial knowledge acquisition With respect to the design of virtual environments Design legible environments - allow the user to easily oversee the spatial organisation of an environment, enabling the establishment of a cognitive map. Divide a large-scale environment in parts with a distinct character Create a simple spatial organisation in which the relations between the parts are clear Support the matching process between the egocentric and exocentric frames of reference by (visual) cues, including directional cues InfAR 11
12 Using real-world wayfinding principles Use real-world wayfinding principles to built up your environment, supporting spatial knowledge acquisition: natural environment principles urban design principles [Lynch] architectural design principles artificial cues InfAR 12
13 Grid and map usage Since one can obtain survey knowledge directly from a map, developers have often implemented a map for wayfinding support. How is a map built up? Rules for good map design InfAR 13
14 Case study: WIM World-in-Miniature, using a hand-held miniature copy as a second dynamic viewport onto the virtual environment. Advantages different viewpoints and scales WIM gives viewpoint person in context WIM can be used for path planning Disadvantages occludes environment less useful for large-scale environments slows down frame rate CHIMP-WIM Courtesy of Mark R. Mine InfAR 14
15 Case study: Worldlet A Worldlet is a 3D thumbnail of a landmark, viewable from multiple sides and supports all three kinds of spatial knowledge. Worldlets are browsed outside actual environment. Two kinds: Frustum Worldlet Spherical Worldlet Advantages Disadvantages Frustum and spherical Worldlet Courtesy of T. Todd Elvins InfAR 15
16 Conclusion Myth:Immersion in a Virtual Environment will always improve wayfinding in the real world compared to using real-life wayfinding support using a map One can support wayfinding - Virtual Environments need to be thoroughly designed according to human and design principles Porting spatial knowledge from a virtual environment to a real environment can be counter-productive Wayfinding is dependant on exposure time InfAR 16
17 System Control Ernst P.C. Kruijff Professorship InfAR (Prof. Donath) Bauhaus University Weimar, Germany 17
18 Lecture outline What is system control? What has been done? What can be done? Guidelines Conclusion Goals: Present an overview of the current state of system control approaches, describing design issues and goals, evaluating developments, giving guidelines InfAR 18
19 What is system control? Interaction style: Group of interface elements and related techniques which can be used when designing a user interface It defines how the user controls the system, from a behavioral view Change of system includes: mode of interaction manipulation and navigation : continuous control, need for mode change state of system flow of application InfAR 19
20 Design goals and issues Goals: Directness, ease of use, learnable, efficient, accuracy ergonomical,.. Issues: 6DOF - constrain or freedom? Affordance Mapping Feedback Screen availability Cognitive overload of user Dependency on input and output devices Task specific InfAR 20
21 Porting conventional interaction styles to VEs Advantages and disadvantages of porting conventional interactions styles to a Virtual Environment: Advantages: Familiarity Scalability Organisation of menu items Disadvantages: Normally, traditional input devices can not be used Limited amount of available inputs Demand for display space and resolution Normally one-dimensional tasks become three Bauhaus - Universität dimensional Weimar InfAR 21
22 What has been done? The next section will describe several approaches to system control in a Virtual Environment. Advantages and disadvantages will be supplied, when possible Attention will be given at several distinctive examples Conclusions are hard to give, due to lack of extensive evaluation InfAR 22
23 1DOF widgets Porting conventional 1DOF action of selection in menu to a Virtual Environment Items are arranged at the edge of a circular object popup menu users hand rotates along one axis (1DOF) until desired object falls into selection frame (basket or box) InfAR 23
24 1DOF widget pros and cons Advantages: since only 1DOF is needed, users have less problems with selection trouble caused by tracker noise easy to use Disadvantages instability of hand and limited resolution in HMD can still make selection troublesome only a limited amount items can be arranged on the widget to be usable items on 3D menu ring can be occluded for selection of desired item, users have to sequentially pass through items submenus are not always realisable InfAR 24
25 1DOF widget examples Ring Menu description pros and cons Sundial description pros and cons Rotary Tool Chooser description pros and cons Ring Menu JDCAD Courtesy of Liang and Green Sundial menu THRED Courtesy of Shaw and Green Rotary Tool Chooser CHIMP Courtesy of Mark R. Mine InfAR 25
26 Converted 2D widgets 1D task becomes 3D task: for direct selection of item constrained (2D) selection recommended Converted 2D widget can be used with other menu technique can be used with conventional sliders, buttons, etc. floating or vertically aligned Proven functionality and usability in desktop environment does not necessarily work in Virtual Environment InfAR 26
27 Converted 2D widgets Examples conventional popup, pull-down tear-off palette toolchest and toolbar toolkits (like dv/immersion) InfAR 27 Text menu VRAM
28 Direct manipulation widgets Widgets which aid the user during manipulation co-located widget bounding box with control handles hand-held widget stored at body relative location selection mechanism using relative hand position implemented, choose-able snap-to-axis Hand-held widget CHIMP Courtesy of Mark R. Mine InfAR 28
29 Physical widgets Duplication of input device in virtual environment: mode change connected to input device Tactile augmentation - tactile feedback Tool metaphor: tool s shape and labels indicate usage Device-per-task or device-for-all-tasks Menu can be directly connected to input device Widget-less interaction possible: no tool mode change necessary Clutching necessary Examples: props, virtual tricorder InfAR 29
30 Physical widgets pros and cons Advantages: User does not always have to divert attention from task in application due to physical feedback Directness due to visibility and tactile feedback Familiarity No placement problems Disadvantages: Ergonomical design sometimes hard By device-per-task, every new tool requires a new device InfAR 30
31 Pen and Tablet interaction Using pen (stylus) and tablet to overcome problems with unnecessary DOFs Tracked tablet and pen (or hand using the pen) Display conventional menu items on tablet Can be used with gesture-based interaction InfAR 31
32 Pen and tablet interaction pros and cons Advantages: User interface is always available to user Although the menu will occlude objects when active, the tablet (and therefor the menu too) can be easily put away Physical tablets provide feedback due to tactile augmentation and constrain menu selection Stylus can be used for both 2D interaction with tablet and 3D interaction with environment Disadvantages: Using a (large) tablet can cause hand and arm fatigue Possible latency between pen input and visual feedback (ink trail) can lead to confusion InfAR 32
33 Pen and tablet interaction example VR Gorilla Exhibit Stylus interaction with tablet provides single unified interface for all tasks in the zoo design application. Gorilla Exhibit menu Map representing gorilla exhibit Courtesy of Bowman and Hodges Toggles on right side can turn on/off icons representing information, movable objects, terrain, viewpoints Stylus interaction consists of menu interaction (toggling), finding information, re-positioning items, change terrain, setting viewpoints and move/navigate. InfAR 33
34 Glove-based gestures Hand-as-a-tool metaphor: using hand-gesture (gesture language) for mode change Requires thorough feedback to reduce user's cognitive load Advantages: No menu needed - no occlusion of application Disadvantages: Calibration inaccuracy of glove can destroy performance User needs to learn all gestures (non self-explanatory interaction): users are easily cognitively overloaded can be overcome by using menu connecting pose and function as visual aid InfAR 34
35 Voice Hands-off interaction using natural language approach Error rates of recognition vary Advantages: Hands free and natural Multimodal input - can be well combined with other interaction styles Disadvantages Vocabulary of voice recognition engine has limited amount of words: constrained usage Syntactic and semantic problems, fi. word separation Continuous voice-input is tiring Not usable in every environment InfAR 35
36 What can be done? Current state of system control still leaves much room for improvement. Two examples which deserve more attention in 3D environments: See-through interface Marking menu Other: Hybrid solutions InfAR 36
37 See though interface The see-through interface makes use of Toolglass, Toolsheets and Magic Lenses Each lens is a combination of screen region with an operator - lens can be used with gesture Two-handed supported process: position Toolglass sheet over object (non-dominant hand) point through widget and lens (dominant hand): click-through interaction Examples: shape and property pallets, clipboard (objects or properties), preview lenses (image mode changes, add shadow), magnifier, grids for snap-to-grid drawing Strongly related with transparent menus InfAR 37
38 See-through interface pros and cons Advantages Easy positioning of widget over object, without occluding the complete object Multiple actions can be performed at once (as a macro) by overlapping widgets: time saving and reduces cognitive load Screen effective: many tools can be active (i.e. viewable and selectable) at once One can directly manipulate an object (action and tobe-manipulated object are connected) Disadvantages In case of HMD usage, when sheets are moved out of field-of-view, they are hard to find back Text might be hard to read (f.i. due to color conflicts) InfAR 38
39 Marking menu Pen-and-paper metaphor - pen (and tablet) interaction Marking interactions: menu interactions can be integrated with direct manipulation Marking leaves "ink trail" - direction and length are identifying characteristics for marking interaction Marking interactions allow fast command invoking by directly drawing line (gestural command invoking) or by waiting till a pop menu appears, so that appropriate direction of gesture can be chosen Marking interaction is strongly influenced by pie-menu techniques InfAR 39
40 Marking menus pros and cons Advantages: Invoking commands by marking interaction saves time Both novice and advanced users are supported Invisible menu control: possible non-occlusion of application Intelligent direct manipulation: creation and placement of objects can be achieved within one stroke, whereas it requires two actions with conventional direct manipulation techniques Physical movement rehearsal for invoking commands allows quick learning of marking interactions Disadvantages: Marking interactions are not self-revealing Limited amount of menu menu options - effective command invoking requires freedom in direction of markings InfAR 40
41 Guidelines Group menu items Try to make system control self-explanatory Keep the users attention on the task in the application, not on the menu Remove unnecessary degrees of freedom Geometry and behavior of widgets must match: avoid unnecessary "fancy-ness" Allow clutching (when needed) Give appropriate feedback (sound, highlighting, animation, tactile/haptic) Correct placement of widget - avoid menu to take permanent space, do not occlude active working area InfAR 41
42 Conclusion Myth: Problems with system control are basically problems with technically limitations of input and output devices Reality: usability of interaction styles will increase with technological advancements, but other factors (like human factors research) seem much more important Concluding remarks: Evaluation is needed, field of 3D system control is still at its infancy There is no best menu system: hybrid might be the future InfAR 42
43 Applications Conceptual Design Tools Ernst P.C. Kruijff Professorship InfAR (Prof. Donath) Bauhaus University Weimar, Germany 43
44 Lecture outline What are conceptual design tools? What is interesting about it? The good, the bad... Exploring VRAM InfAR 44
45 What are conceptual design tools? preliminary design phase analysis, synthesis, evaluation ambiguous, fuzzy though not necessarily simple design has to compete with manual design methods requirements: Ideation process is a complex process: intuitive and effective tool needed digital pencil, digital clay, digital blocks Input & output devices Interaction techniques InfAR 45
46 What is interesting about it? Development of conceptual design tools (and related areas) has shown and broken many barriers Examples: Usage of wide variety of display types Experimentation with (combinations) of input devices Manipulation / modelling approaches Menu systems InfAR 46
47 The good, the bad... Good examples Bad examples Myths InfAR 47
48 Exploring VRAM Related projects Walkthrough and modelling Rapid prototyping of interfaces Virtual Architecture User experiences and presence Atelier Virtual at Bauhaus-University Weimar Platform and VRAM InfAR 48
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