Human Interaction World in miniature papers. INTERACTIVE W orlds I n M iniature WIM 1.Introduction...
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Transcript of Human Interaction World in miniature papers. INTERACTIVE W orlds I n M iniature WIM 1.Introduction...
Human Interaction
World in miniature papers
INTERACTIVE Worlds In Miniature WIM
1. Introduction2. System Description3. Findings from Previous Work4. WIM Interaction Techniques5. WIM Interaction Techniques6. Visualisation & Multiple WIMS7. Manipulating the WIM8. Future Work Implementation Issues
Introduction
World In Miniature (WIM) is a user interface
What is a WIM?:– a Hand Held 3D Miniature Version of the Virtual Environment
within the Virtual Environment.– addresses Real World Constraints– places the world into the users immediate reach– has the ability to allow interaction as a user interface:– Allows the selection & manipulation of objects– allows Navigation, Path Planning, Visulisation and multiple
points of view
System Description
• A head mounted display (HMD) provides the user with an immersive point of view, with 6 degrees of freedom.
• A clipboard is placed in the users non dominant hand.• The clip board acts as the floor and provides an aerial
view.• Clipboard graphics are miniature
The users other hand holds a tennis ball with two buttons and asensor built in, this is used for object selection in the WIM
Findings from Previous Work
• Object manipulation1:1 mapping translations and rotations easily understood.
User hands were not submersed in same physical space as graphics.
3DM only provided 1 point of view, scaling by user was disorientating
• Navigation (movement through 3D Space) Darken explored 2D WIM maps which since have been extended into
3D WIM Maps using a scene in hand metaphor.
The NASA view took the concept and used 2D viewports to jump from one virtual environment to another.
• Object SelectionTechniques such as Ray Casting and selection cones have been tried.
The main problem with this is object occlusion.
WIM Interaction Techniques
• The WIM can change its point of view of the scene rapidly, this benefits the interaction allowing a quick response to occlusions.
• WIM fly by does not destroy point of view established.• Object Selection overcoming Range and Occlusion.• The object can be manipulated at
different scales.• Using a 3D magnifying glass the
objects can be displayed at greater
than 1:1 scale.
WIM Interaction Techniques
• Current implementation of rotating the WIM by ratcheting.
• Flying is the most common technique for Navigation.
• The ability to represent the user in the WIM.• Updating after Manipulation:
1. Immediate
2. Post-Facto
3. Batch
Visualisation & Multiple WIMS
• Visualisation1. Spatially locating and orientating the user2. Path Planning3. History4. Measuring Distances5. Viewing Alternative Representations
• Multiple WIMSDemonstrate widely Separated regions of the same environment.
Manipulating the WIM
• Initially didn’t use props– No haptic feedback– Users ‘contorted into uncomfortable positions’
• Separately tracked clipboard and tennis ball– Easy two handed rotation– Got haptic feedback– Tennis ball allows easy 3D rotation of selected
objects– Problems: Fatigue, Props get in the way.
Future Work & Implementation Issues
• WIM is faster at Implementation than virtual hand.
• Scrolling• Clipping• Zooming• Multiple Participants• 3D design for architects• 2D Widgets in VR still plausible.• Does not translate to CAVE system.
Paper 2 – Hands Free Multi-Scale Navigation in Virtual Environments
• LaViola, Feliz, Keefe, Zeleznick
• Presents three hands free interaction techniques in detail
• Discusses previous work related to navigation in Virtual Environments
• Translates the WIM concept from a HMD to a ‘CAVE like’ system
• Incorporates feet and torso movements
Other work in this area
• SmartScene™
• Uniport & Omni-Directional Treadmill
• Head Directed Navigation
• SICS - Par Hansson / Anders Wallberg
SmartScene™
• Two handed interface• Using SpaceGrips™• Novices learn quickly
• Experts more productive than with keyboard and mouse
• Comfortable/Ergonomic• Not wireless
Darken - Uniport (1994)
• Similar to Unicycle• Maps physical
exertion to movement• Small movements
difficult• Direction of motion
difficult to control
Darken – OmniDirectional Treadmill
• Mechanical• Two layers of rollers interact to give motion in all
directions on the floor plane• Servo motors return user to centre of plane• Difficult to master due to feedback problems –
quick movements should be avoided• Potential negative learning effect – doesn’t
accurately reflect real walking
Treadmill 2
Fuhrmann (1997) – Head directed motion
• Cyber Monkey!• Tracker on head and
hand• Microphone in ear• Speaker in mouth• Virtual ‘guide’
The Step WIM
• Overview
• Invoking and Dismissing
• Scaling
• Locomotion by Leaning
• Auto Rotation
• Summary and future work
The Step WIM - Overview
• Miniature world map on the floor• Use for overview or navigation• Scale can be changed
The Step WIM – Invoking and Dismissing
• Controlled using foot gestures for invoking, scaling, dismissing
• Desired action indicated by current state and direction of user gaze
• Most natural and recognizable foot gesture: heel taps• Detected using "Interaction Slippers"
The Step WIM – Invoking and Dismissing 2
• Alternative interface: upward bounce• Detected using a waist tracker (tethered)• Monitor changes in waist height by more than 1.5" and
time held for
Δh
The Step WIM - Scaling
• Foot-based method: heel click to enter/leave scaling mode
• Head position projected onto Step WIM stored as centre of scale
• Walking changes centre of scale and WIM size• Alternative interface: tip-toes/crouching
The Step WIM – Locomotion by Leaning
• Navigate smaller distances (in the virtual world) by leaning in desired direction
• Can also lean to move a larger Step WIM around• Waist and head tracked, project vector between them to
the floor.
The Step WIM – Locomotion by Leaning 2
• More sensitive near the walls• Modify speed according to head orientation: people
generally focus on where they want to go=> decrease speed as head tilts downwards to
maintain focus
The Step WIM – Auto Rotation
• Allows full 360 degrees of environment to be viewed on three walls
• Use amplified rotation - but without causing cybersickness!
• Prototypes: linear mapping counter-rotating world to head movement so that 120-
>180 - caused some sickness use torso rotation - eliminates unnatural rotation when just moving head,
but still felt unnatural non-linear mapping, used only when user has rotated beyond a
threshold
• Combine with leaning to travel in directions originally behind the user
Razzaque – Redirecting Walking
• Similar to auto-rotation - but better!• Takes advantage of the fact that a blindfolded person
walks in an arc• Subtle increases in rotations allow the environment to be
imperceptibly reoriented• Does not cause motion sickness!
The Step WIM – Summary
• Advantages: completely hands-free, allowing easier manipulation etc. can navigate large distances easily using the Step WIM, which can be
scaled as desired can navigate smaller distances by leaning, independent of head
orientation
• Disadvantages: requires belt and possibly slippers to be worn as well as headset auto-rotation can be disorienting
The Step WIM – Possible Developments
• Modify to use only head tracking (and perhaps slippers)• Improve leaning detection by putting pressure sensors in
slippers• Additional hands-free controls• Include walking in place technique, speech recognition
WIM Overall Conclusions
• Multiple points of view
• Multiple scales
• Easy selection at a distance
• Easy to learn
• Easy to travel long distances
• Not suitable for all applications (medical)