3DUIdesign - Designing 3D User Interfaces Designing Lecture...

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Unformatted text preview: Designing 3D User Interfaces Designing Lecture #12: 3DUI Design Spring 2008 Joseph J. LaViola Jr. Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Thus far… 3DUI hardware 3DUI input input output output Universal 3DUI tasks Universal navigation navigation selection and manipulation selection system control system symbolic input symbolic Simple combination of techniques and devices Simple does not guarantee enjoyable experience Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 1 3DUI Design Microlevel Microlevel devils in the details devils correct implementation correct careful choice of parameters careful Macrolevel Macrolevel strengths and limitations of human strengths psychology/physiology common sense common rules of thumb rules Two main strategies Two designing for humans designing inventing 3DUIs inventing Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans -- Feedback Feedback is critical to usable 3D interfaces Feedback any information conveyed to the user on to any help understand the system state the result of operation result status of task status Feedback control mechanism Feedback Want to have appropriate feedback levels Want Ensure compliance Ensure Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 2 Designing for Humans – Feedback in Multiple Dimensions Sensory dimensions Sensory visual, auditory, tactile, olfactory visual, proprioceptive, kinesthetic proprioceptive, Want to try to give multi-dimensional feedback Want can be difficult due to technology (e.g., haptics) can haptics) sensory feedback substitution sensory System-based feedback System Reactive – combines sensory dimensions with UI Reactive Instrumental – generated by controls and tools Instrumental Operational – results from user actions Operational Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – Compliance Main principle in design feedback Main Want to different feedback dimensions in Want sync maintain spatial and temporal correspondence maintain between multiple feedback dimensions Feedback displacement – BAD!!! Feedback Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality CAP6938 ©Joseph J. LaViola Jr. 3 Designing for Humans – Spatial Compliance Directional compliance – virtual object should Directional move in the same direction as manipulated by input device allows anticipatory preparation allows Nulling compliance – when user returns device Nulling to initial pose, virtual object returns to corresponding initial pose helps with muscle memory helps Instrumental and operational feedback also Instrumental require spatial compliance Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – Temporal Compliance Latency – typical problem Latency temporal delay between user input and sensory temporal feedback incompliance with internal feedback incompliance Variable latency can be even more problematic Variable Solutions? Solutions? reduce scene complexity reduce faster hardware faster predictive tracking predictive Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality CAP6938 ©Joseph J. LaViola Jr. 4 Designing for Humans – Feedback Substitution Cannot always Cannot support all sensory feedback dimensions Typical approach is Typical to substitute Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – Passive Haptics Match shape and appearance Match of virtual object with physical prop users both sees and feels users Advantages Advantages inexpensive haptic/tactile inexpensive haptic/tactile feedback establish perceptual frame of establish reference Disadvantages Disadvantages scalability scalability questionable performance questionable improvements Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality CAP6938 ©Joseph J. LaViola Jr. 5 Designing for Humans – Constraints Relation between variables that must be Relation satisfied Geometrical coherence Geometrical application more important than application implementation Want to make interaction simpler and Want improve accuracy Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – Constraint Types Physically realistic constraints Physically collision detection and avoidance collision gravity gravity application dependent application DOF reduction DOF simplify interaction simplify Dynamic alignment tools Dynamic grids, guiding surfaces, etc… grids, etc… Intelligent constraints Intelligent deal with semantics deal Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 6 Designing for Humans – Two Handed Control Also known as bimanual input Also Transfer everyday manipulation Transfer experiences to 3DUI Can increase user performance on certain Can tasks Active topic of research Active Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – Guiard’s Framework Tasks are Tasks unimanual unimanual bimanual symmetric bimanual synchronous synchronous asynchronous asynchronous bimanual asymmetric (cooperative) bimanual Asymmetric labor (hand roles) Asymmetric Nondominant hand dynamically adjusts spatial frame Nondominant of reference for dominant hand Dominant hand produces precision Dominant movements/nondominant hand performs gross movements/nondominant manipulation Manipulation is initiated by nondominant hand Manipulation Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality CAP6938 ©Joseph J. LaViola Jr. 7 Designing for Humans – Different User Groups Age Age Prior 3DUI experience Prior Physical characteristics Physical Perceptual, cognitive, motor capabilities Perceptual, Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – User Comfort Weight of equipment Weight Keep users in proper physical space Keep Public systems sanitary Public Design for short sessions Design Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 8 Next Class 3DUI Design – Creating 3DUIs 3DUI Readings Readings 3DUI Book – Chapter 10, 311-330 3DUI 311- Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 9 ...
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This note was uploaded on 06/13/2011 for the course CAP 6938 taught by Professor Staff during the Spring '08 term at University of Central Florida.

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