3DUIevalIII - 3D User Interface Evaluation III Lecture #17:...

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1 3D User Interface Evaluation III Lecture #17: Example Evaluations Spring 2011 Joseph J. LaViola Jr. Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Usability Evaluation in 3DUIs Spring 2011
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2 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Example Evaluations Non-isomorphic rotation (3DUI 07) Visual interface study (SIGGRAPH Video Game Symposium 2009) Spring 2011 An Exploration of Non-Isomorphic 3D Rotation in Surround Screen Virtual Environments Joseph J. LaViola Jr.* Michael Katzourin Brown University March 10, 2007 IEEE Symposium on 3D User Interfaces 2007 * Now at the University of Central Florida Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr.
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3 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Talk Outline Motivation and Goals Non-Isomorphic Rotation Related Work Experiment Results Discussion Conclusion Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Motivation and Goals Rotating objects in 3D space is a fundamental task Want to understand how 3D rotation techniques perform Isomorphic and non-isomorphic approaches Explore these approaches in SSVE extend and augment existing knowledge does existing knowledge transfer? Spring 2011
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4 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Non-Isomorphic 3D Rotation Human-Machine interaction input device display device transfer function (control to display mapping) Non-isomorphic – scaled linear/non-linear mapping manual control constrained by human anatomy more effective use of limited tracking range (i.e vision-based tracking) additional tools for fine tuning interaction techniques Isomorphic – one-to-one mapping more natural Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Non-Isomorphic Rotation Technique Quaternion – four-dimensional vector ( v , w ) where is a 3D vector and is a real number Let be the orientation of the input device be the displayed orientation, and be the reference orientation then Using relative mapping c q d q t coefficien gain CD , ) ( , 1 k q q q q q q o k o c d k c q o q 1 1 ) ( 1 i i i i d k c c d q q q q Spring 2011
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5 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Related Work User performance with different 3D rotation techniques (Chen 1988, Hinckley 1997) Rotating real and virtual objects (Ware 1999) Framework, design guidelines, non-isomorphic effectiveness (Poupyrev 2000) Non-isomorphic head rotations (LaViola 2001, Jay 2003) GlobeFish and Globe Mouse (Froehlich 2006) Hybrid haptic rotations (Dominjon 2006)
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3DUIevalIII - 3D User Interface Evaluation III Lecture #17:...

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