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3DUIdesign - Designing 3D User Interfaces Lecture #13: 3DUI...

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Unformatted text preview: Designing 3D User Interfaces Lecture #13: 3DUI Design Spring 2011 Sprin Joseph J. LaViola Jr. Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Thus far… 3DUI hardware Universal 3DUI tasks input output navigation selection and manipulation system control symbolic input input Simple combination of techniques and devices does not guarantee enjoyable experience Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 1 3DUI Design Microlevel Macrolevel devils in the details correct implementation implementation careful choice of parameters strengths and limitations of human psychology/physiology common sense rules of thumb Two main strategies designing for humans inventing 3DUIs Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans -- Feedback Feedback is critical to usable 3D interfaces any information conveyed to the user on to help understand the system state result of operation status of task Feedback control mechanism control mechanism Want to have appropriate feedback levels Ensure compliance Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 2 Designing for Humans – Feedback in Multiple Dimensions Sensory dimensions dimensions visual, auditory, tactile, olfactory proprioceptive, kinesthetic Want to try to give multi-dimensional feedback multican be difficult due to technology (e.g., haptics) sensory feedback substitution System-based feedback feedback Reactive – combines sensory dimensions with UI Instrumental – generated by controls and tools Operational – results from user actions Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing Designing for Humans – Compliance Main principle in design feedback principle in design feedback Want different feedback dimensions in sync maintain spatial and temporal correspondence between multiple feedback dimensions Feedback displacement – BAD!!! Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 3 Designing for Humans – Spatial Compliance Directional compliance virtual object should Directional compliance – virtual object should move move in the same direction as manipulated by input device Nulling compliance – when user returns device to initial pose, virtual object returns to corresponding initial pose allows anticipatory preparation helps with muscle memory Instrumental and operational feedback also require spatial compliance Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing Designing for Humans – Temporal Compliance Latency typical problem Latency – typical problem temporal delay between user input and sensory feedback incompliance with internal feedback Variable latency can be even more problematic Solutions? Spring 2011 reduce scene complexity faster hardware predictive tracking CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 4 Designing for Humans – Feedback Substitution Cannot always Cannot always support support all sensory feedback dimensions Typical approach is to substitute Spring 2011 CAP6121 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – Passive Haptics Match shape and appearance of virtual object with physical of prop users both sees and feels Advantages inexpensive haptic/tactile feedback es establish perceptual frame of pe reference Disadvantages Spring 2011 scalability questionable performance improvements CAP6121 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 5 Designing for Humans – Constraints Relation between variables that must be Relation between variables that must be satisfied satisfied Geometrical coherence application more important than implementation Want to make interaction simpler and improve accuracy Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – Constraint Types Physically realistic constraints realistic constraints DOF reduction simplify interaction Dynamic alignment tools alignment tools collision detection and avoidance gravity application dependent grids, guiding surfaces, etc… Intelligent constraints Spring 2011 deal with semantics CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 6 Designing for Humans – Two Handed Control Also known as bimanual input known as bimanual input Transfer everyday manipulation experiences to 3DUI Can increase user performance on certain tasks tasks Active topic of research Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing Designing for Humans – Guiard’s Framework Tasks are unimanual bimanual symmetric bimanual asymmetric (cooperative) Asymmetric labor (hand roles) Spring 2011 synchronous asynchronous Nondominant hand dynamically adjusts spatial frame of reference for dominant hand of reference for dominant hand Dominant hand produces precision movements/nondominant hand performs gross manipulation Manipulation is initiated by nondominant hand CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 7 Designing for Humans – Different User Groups Age Prior 3DUI experience Physical characteristics Perceptual, cognitive, motor capabilities Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Designing for Humans – User Comfort Weight of equipment of equipment Keep users in proper physical space Public systems sanitary Design for short sessions Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 8 Next Class 3DUI Design Creating 3DUIs 3DUI Design – Creating 3DUIs Readings Spring 2011 3DUI Book – Chapter 10, 311-330 311- CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 9 ...
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