The architectural walkthrough one of the earliest

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Editors: Michael R. Macedonia and Lawrence J. Rosenblum Designing Animal Habitats within an Immersive VE The architectural walkthrough one of the earliest virtual environment (VE) applications is still the canonical example of a VE system with effects outside the research laboratory. In an architectural walkthrough, users get a dynamic, interactive view of a 3D architectural model. Because users are immersed, they can understand the space s layout, scale, and aesthetics more effectively. Walkthroughs often aim to help users evaluate a design. In most cases, users will suggest modifications as a result of the walkthrough. With a standard VE walkthrough, changes can only be made in CAD software outside the virtual space causing a lengthy design cycle. If users can propose changes while immersed in the space, why can t they effect those changes immediately, so that results appear instantly? This is precisely the idea of immersive design. Not only can users of an immersive design application view the space interactively, they can also change the position, orientation, scale, shape, color, or texture of features within the space. With a usable immersive design system, the design process should become more efficient and satisfying. Unfortunately, most virtual design environments do have some problems. First, the task is not well constrained. A wide range of user actions exist, and users generally specify six degrees of freedom (DOF) simultaneously. Second, design often requires precise input and output, which are inherently difficult in immersive VEs. Displays such as head-mounted displays (HMDs) may have low resolution or a narrow field of view, and input generally is limited to trackers, gloves, and button devices. Finally, designers aren t accustomed to designing in a 3D space. The early stages of design almost always occur in 2D (paper or computer-based), with 3D only used near the end of the process. Early immersive design systems such as 3DM, 1 Isaac, 2 and the Conceptual Design Space 3 showed the promise but also the problems of the paradigm. These applications attempted to act as generalized geometric modelers or scene builders, allowing full user control of object features. To make such systems usable, their makers took great care in designing interactions and constraints. Even then, it was difficult to produce interesting designs with such applications. Here we present an immersive design application for educational use that takes a different approach. First, we focus on the small, highly specific domain of animal habitat design. Second, the system s users don t have a blank slate they begin with an existing design. Finally, the design tools don t allow general manipulation of all design features. Instead, they re task-specific and well constrained. Virtual zoo exhibit for design education Our system builds on the work of the Virtual Reality Gorilla Exhibit, 4 a VE designed to teach middle-school children about gorilla behaviors, vocalizations, and social structures. Students can explore the Zoo Atlanta gorilla habitat and interact with autonomous virtual gorillas. Our design application uses the same environment an accurate model of the habitat (Figure 1). We built the application using the Simple Virtual Doug A. Bowman, Jean Wineman, Larry F. Hodges, and Don Allison Georgia Institute of Technology 1 The Virtual Gorilla Exhibit. 0272-1716/98/$10.00 1998 IEEE IEEE Computer Graphics and Applications 9

2 Physical devices used in the pen and tablet interaction metaphor. 3 User s view of the virtual stylus (middle right) and tablet. Environment (SVE) library; it runs on a Silicon Graphics Indigo2 MaxImpact. The display is a Virtual Research VR4 HMD. Three Polhemus Fastrak trackers, including a tracked stylus with a button, specify input. Immersive design in the Virtual Gorilla Exhibit In creating an immersive zoo design application, we aimed to provide a design toolbox that can describe modifications to a few specific features. Although we limited the options, they provide enough flexibility to produce interesting designs. The system intended for educational use targets students inexperienced at environmental design. By using this application, they can gain insight into various design elements and practice the design philosophies they re studying. We focus on three aspects of zoo exhibit design: terrain, visitor viewpoints, and other visual elements (trees, rocks, and grasses). The system allows modification of all of these features while the user remains immersed within the virtual exhibit. Terrain shape and contour are very important in environmental design. To help guide the students, we let them choose from eight different terrain models for the exhibit. These models reflect possible design rationales 5 such as optimum viewability, optimum animal privacy, viewer subordination, or some compromise between these competing goals. The design of viewpoints into the habitat is also crucial. For example, designers must consider ways to make viewpoints naturalistic, such as hiding other visitors or surrounding visitors with foliage so that they feel as if they re peering out from the jungle into a natural landscape. Our system lets users change the position and viewing angle of visitor viewpoints. Other visual elements, such as trees and rocks, have both practical and aesthetic uses. These objects serve as visual barriers between visitors and animals, providing areas of privacy. Also, the addition of these elements can lead to a more naturalistic setting, enhancing the experience of both the animal and the visitor. Our application lets users create, delete, and position visual elements. Interaction techniques Having the correct set of interaction techniques proves crucial to a successful application. Our system needed techniques for navigation, selection, and manipulation that integrated seamlessly with one another. To do this, we used two complementary interaction metaphors throughout the system. Direct manipulation in which users select, manipulate, and release objects directly with a virtual hand handles tasks such as fine-grained placement of visual elements. Also, users hold a physical pen and tablet (see Figure 2) that also have virtual representations (see Figure 3). A 2D interface on the virtual tablet s surface gives users instant access to important functions. It also provides a physical constraint and the advantages of two-handed interaction. This pen and tablet metaphor 6 is useful for more indirect and coarsegrained manipulation, as well as for system control. Many interactions can be accomplished using both metaphors, letting users choose the 10 September/October 1998

style that best suits themselves and the task. Usable navigation techniques should let users move around the habitat freely and efficiently while preventing disorientation. Our previous studies of VE travel techniques 7 aided us in combining two techniques that allow freedom of movement and reduce disorientation. In the first technique, users simply point the pen in the direction of motion. The virtual pen helps users visualize the direction they re pointing. Our previous experiments R v 300 250 200 150 100 showed that this technique was accurate and efficient for most 3D user positioning tasks. The pointing technique decouples users head orientation from the direction of travel, allowing them to move in any direction regardless of their gaze orientation. The second technique uses the pen and tablet metaphor. The habitat map on the tablet displays a red dot at the user s position. Users can move by dragging this dot to a new location on the map using the stylus. When the drag ends, users fly smoothly to the new position. This way, users can move quickly to the area of interest, without having to navigate directly in the 3D environment. In both techniques, simple collision-detection routines prevent disorientation. Users cannot go below the ground or beyond the walls of the surrounding moat. Also, the map displaying the users positions combats disorientation. If users feel lost, they can look at the map and find their position relative to some known landmarks. Users can combine the two navigation techniques in any way. In our experience, most use the pointing technique to explore and obtain interesting views and the dragging technique to move quickly to a new area when a design task requires it. We also needed an object selection technique that let users select objects at a distance, so they wouldn t have to move close to an object to manipulate it. Moving a tree, for example, is easier when you can step back to obtain an overall view. We also needed a cognitively simple selection technique so that users could mentally focus on the design task. We chose the Go-Go technique 8 for object selection. This technique lets users stretch their virtual arms well beyond the length of their physical arms, using the mapping function shown in Figure 4. When the physical hand extends beyond a certain distance (D) from the user s body, the virtual arm begins to grow at a nonlinear rate. This technique allows object selection from a distance for direct manipulation. 50 0 0 20 40 60 80 D R r Design tasks Our system uses these basic interaction techniques in several ways to effect design changes in the virtual habitat. As we ve noted, users can change the terrain; move, create, or delete visual elements; and specify characteristics of the visitor viewpoints. To cycle between the eight terrain models, users click a button on the tablet. The terrain changes immediately, so users get timely feedback on its visual impact. Because some of the topologies are similar, the terrain number appears on the map as a reference. Since everything needed for terrain modification is on the tablet, users can make these changes from any location. Visual elements can be manipulated using either interaction metaphor. First, users may move trees, rocks, and tufts of grass by selecting and manipulating objects using the Go-Go technique. Users only have to specify two DOF, since objects are constrained to move along the terrain and don t need to be rotated. Manipulation can also be accomplished via the tablet. Icons on the map (see Figure 3) represent each of the visual elements. By dragging these icons, users can move the corresponding objects quickly to new positions in the habitat. A creation palette lets users instantiate new visual elements and place them in the environment. These tools are always available to users, and the icons on the tablet provide important information about the objects overall layout. Visitor viewpoints, also represented by icons on the map, can be dragged to a new location on the habitat s periphery. Users fly smoothly to the viewpoint s position and can experience the visitor s view from that location. At the viewpoint, users can manipulate the viewing angle by moving foliage barriers using the Go-Go technique. Rotating the stylus moves and rotates the barriers letting users change both the viewing direction and field of view. Finally, since our interface is modeless, users can combine these design tasks in many useful ways. For example, users can display both viewpoints and trees on the map to see whether any views are blocked. They could then move trees by dragging their icons on the map, or travel to the viewpoints and move trees directly so that the view is framed exactly as they want it. The combination of terrain and viewpoint tools also proves useful. It may be difficult to see the effects of changing terrain from within the habitat. Instead, users can travel to the viewpoints and cycle through the topologies, choosing one that fits their design rationale and also looks appropriate from each viewpoint. Usability study We tested our immersive design application in the context of a Georgia Tech class on the psychology of environmental design. Eight project teams participated in sessions using our immersive design tools to modify F 4 Nonlinear function for virtual arm length using the Go-Go technique: R r = distance of physical hand from body (cm), R v = distance of virtual hand from body (cm), D = threshold distance. (Image reproduced from Poupyrev et al. 8 ) IEEE Computer Graphics and Applications 11

5 Outdoor viewpoint design before (top) and after (bottom) a group design session. the habitat s existing design. The students objective was to apply their abstract knowledge of environmental design philosophy to the real-world problem of redesigning the gorilla habitat. All project teams made significant and unique changes to the habitat s design, despite the fact that they had less than 15 minutes of instruction and less than an hour of actual usage. In general, we found that the system let students easily visualize the environment and effect desired changes. We also observed that students adapted to the new paradigm of immersive design to make meaningful modifications. Figure 5 shows two views from one of the outdoor visitor viewpoints in the habitat. The top image shows the original design, while the bottom image presents an example of student work (more examples can be seen at http://www.cc.gatech.edu/gvu/people/phd/doug. Bowman/arch4751/). The user has changed a viewing angle, moved trees, chosen a new terrain, and created new visual elements to give the habitat a completely different look, while retaining important design philosophies such as viewer subordination and provision of private areas for animals. Student interviews revealed important information about interaction and the nature of immersive design. When given a choice of interaction metaphors, students preferred the tablet-based technique. This stems from the tablet s known advantages: it s always available, it has a physical surface to constrain input, and it requires users to control only two DOF. However, the use of the tablet also caused some problems for users, mostly due to orientation differences between the map and the environment. We received mixed feedback on the direct manipulation techniques. Some users found it natural and intuitive to point in the direction they wished to fly. Others became disoriented when they moved in a direction other than the direction of their gaze and could not point very accurately. The Go-Go technique fit the intuition of most users: to move an object you simply reach toward it. However, the size of our environment caused difficulties. To let users reach most of the environment, we had to make the nonlinear portion of the stretching function (see Figure 4) quite steep. At large distances then, it became difficult for users to accurately position the virtual arm. When we asked what made the VE good for design, the most common response was that it offered instant feedback. The results of a design change were apparent immediately, since they could be seen from within the environment. One user characterized this as the experiential quality of the VE. Others commented that the system made it easier to get a sense of scale and perspective due to immersion within the environment. Students also agreed that this tool is more useful for making changes to an existing design than for building a design from scratch. Several students realized that given the current state of technology and interaction, it would be difficult to create a design completely within the VE. The most common negative comment concerned the user s constant immersion within the habitat. Designers commonly work with orthogonal plan, elevation, and section views, and use 3D perspective views as a supplement. The immersive design system, however, supports only 3D perspective views. We intended the map to serve as a rough plan view, but users apparently found it unsatisfactory. 12 September/October 1998

Students also noted that traditional design tools allow greater accuracy. In CAD, you can control object size, shape, and positioning precisely, while the immersive system does not accept numerical input or produce numerical output. One student saw this as an advantage, however, as the VE caused him to focus on the design s aesthetics and emotion rather than exact measurements. Finally, users were not satisfied with the current state of VE technology. The most common complaint was that the small field of view (60 degrees diagonal) made it difficult to get an overall sense of the design s visual effect. Low visual resolution and tracking lag also hindered use of the system. Future work We d like to extend this philosophy of immersive design to other applications in design education, as well as to VEs for design professionals. Such tools could be an important new design mode in domains that have a small, constrained set of operations. We re also continuing our study of interaction techniques for immersive VEs. We have shown that the 2D tablet metaphor is quite efficient and usable, but direct manipulation of 3D objects and spaces should also be a part of immersive design. We need novel techniques for navigation, selection, and manipulation to allow easy and efficient modifications. Acknowledgements We wish to thank the students in the psychology of environmental design course for their participation in our study. We also acknowledge the help and support of Terry Maple, director and chief executive officer of Zoo Atlanta, and the other members of the Virtual Reality Gorilla team: Brian Wills, Kyle Burks, Kristen Lukas, and Lori Perkins. References 1. J. Butterworth et al., 3DM: A Three-Dimensional Modeler Using a Head-Mounted Display, Proc. the Symp. on Interactive 3D Graphics, ACM Press, New York, 1992, pp. 134-138. 2. M. Mine, Isaac: A Meta-CAD System for Virtual Environments, Computer-Aided Design, Vol. 29, No. 8, 1997, pp. 547-553. 3. D. Bowman, Conceptual Design Space: Beyond Walkthrough to Immersive Design, Designing Digital Space, D. Bertol, John Wiley and Sons, New York, 1996, pp. 225-236. 4. D. Allison et al., The Virtual Reality Gorilla Exhibit, IEEE CG&A, Vol. 17, No. 6, Nov./Dec.1997, pp. 30-38. 5. J. Coe, Design and Perception: Making the Zoo Experience Real, Zoo Biology, Vol. 4, 1985, pp. 197-208. 6. I. Angus and H. Sowizral, Embedding the 2D Interaction Metaphor in a Real 3D Virtual Environment, Proc. SPIE (Stereoscopic Displays and Virtual Reality Systems), Vol. 2409, SPIE Press, Bellingham, Wash., 1995, pp. 282-293. 7. D. Bowman, D. Koller, and L. Hodges, Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques, Proc. Virtual Reality Annual Int l Symp., IEEE CS Press, Los Alamitos, Calif. 1997, pp. 45-52. 8. I. Poupyrev et al, The Go-Go Interaction Technique: Nonlinear Mapping for Direct Manipulation in VR, Proc. ACM Symp. on User Interface Software and Technology, ACM Press, New York, 1996, pp. 79-80. Readers may contact Bowman at the College of Computing, Georgia Institute of Technology, 801 Atlantic Dr., Atlanta, GA 30332-0280, e-mail bowman@cc.gatech.edu. Contact Projects in VR editors Lawrence J. Rosenblum (rosenblum@ait.nrl.navy.mil) or Michael R. Macedonia (macedonia@computer.org). IEEE Computer Graphics and Applications 13