travel - 3D User Interface Travel 3D User Interface Travel...

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Unformatted text preview: 3D User Interface Travel 3D User Interface Travel Techniques Techniques Lecture #9: Navigation I – Travel Spring 2011 Sprin Joseph J. LaViola Jr. Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Universal 3D Interaction Tasks Navigation Travel – motor component Wayfinding – cognitive component Selection Manipulation System control Symbolic input Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 1 Travel The motor component of navigation motor component of navigation Movement between 2 locations, setting the position (and orientation) of the user’s viewpoint The most basic and common VE The most basic and common VE interaction interaction technique, used in almost any largelarge-scale VE Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Travel Tasks Exploration Search naïve: travel to find a target whose position is not known primed: travel to a target whose position is known build layout knowledge; move to task location d Maneuvering Spring 2011 travel which has no specific target build knowledge of environment travel to position viewpoint for task short, precise movements CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 2 Travel Characteristics Travel distance Amount of curvature/number of turns in path Target visibility DOF required Accuracy required Other tasks during travel tasks during travel Active vs. passive Physical vs. virtual Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. A Technique Classification – Component Decomposition Direction/Target Selection Travel Velocity/Acceleration Selection Conditions of Input Spring 2011 gaze-directed pointing choose target from list gesture slow in, slow out physical props start/stop buttons automatic start/stop constant movement CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 3 Alternate Technique Classification – User Control Level Start to move position Indicate position velocity Travel Target specification Route specification Continuous specification acceleration Indicate orientation Stop moving Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Travel Techniques Physical locomotion (“natural” metaphors) locomotion metaphors) Steering techniques Route planning TargetTarget-based techniques Manual manipulation manipulation Viewpoint orientation techniques Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 4 Physical Locomotion Techniques Walking techniques Treadmills large-scale tracking tracking Walking in place (GAITER) singlesingle-direction with steering omniomni-directional Bicycles Other physical motion techniques Spring 2011 VMC / Magic carpet Disney’s river raft ride CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Physical Locomotion Devices (I) Omni-Directional Treadmill Spring 2011 GaitMaster II Large Scale Tracking CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 5 Physical Locomotion Devices (II) String Walker Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Steering Techniques continuous specification of direction of motion Spring 2011 gazegaze-directed pointing torsotorso-directed camera-incamera-in-hand semisemi-automated physical device (steering wheel, flight stick) fl h CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 6 Steering – Gaze-Directed Gaze Move viewpoint in direction of “gaze” viewpoint in direction of gaze Gaze direction determined from head tracker Cognitively simple Doesn allow user to look to the side Doesn’t allow user to look to the side while while traveling Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Steering – Gaze-Directed GazeImplementation Each frame while moving: frame while moving: Get head tracker information Transform vector [0,0,-1] in head CS to [0,0,v=[x,y,z] v=[x,y,z] in world CS v Normalize v: v ˆ v Spring 2011 ˆˆˆ Translate viewpoint by v x , v y , v z current _ velocity CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 7 Pointing Technique Also a steering technique steering technique Use hand tracker instead of head tracker Slightly more complex, cognitively Allows travel and gaze in different directions good for relative motion directions – good for relative motion Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Pointing Implementation Each frame while moving: frame while moving: Get hand tracker information Transform vector [0,0,-1] in hand CS to [0,0,v=[x,y,z] v=[x,y,z] in world CS v Normalize v: v ˆ v Spring 2011 Translate viewpoint by v x , v y , v z current _ velocity ˆˆˆ CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 8 SemiSemi-Automated Travel Example – Galyean’s river analogy (1995) Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. RouteRoute-Planning oneone-time specification of path of path Spring 2011 draw path points along path manipulating user representation CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 9 TargetTarget-Based Techniques discrete specification of goal specification of goal point at object choose from list enter coordinates Map/WIM-based target specification WIM- Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. MapMap-Based Travel Technique User represented by icon User represented by icon on on 2D map Drag icon with stylus to new location on map When released, viewpoint animated smoothly to new location thl Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 10 MapMap-based Travel Implementation Must know know map scale relative to world: s location of world origin in map CS: o=(xo, yo, o=(x z o) On button press: if stylus intersects user icon, then each frame: get stylus position in map CS: (x, y, z) (x, move icon to (x, 0, z) in map CS (x, Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. MapMap-Based Travel Implementation (cont.) On button release: Spring 2011 Get stylus position in map CS: (x, y, z) (x, Move icon to (x, 0, z) in map CS (x, Desired viewpoint: pv = (xv, yv, zv) where (x xv = (x – xo)/s (x zv = (z – zo)/s (z yv = desired height at (xv ,yv) ,y Move vector: Move vector: m = (xv-xcurr, yv-ycurr, zv-zcurr) * (velocity/distance) (x (velocity/distance) Each frame for (distance/velocity) frames: translate viewpoint by m (distance/velocity) CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 11 Manual Manipulation – Grabbing the Air Technique Use hand gestures to move yourself Use hand gestures to move yourself through through the world Metaphor of pulling a rope Often a 2-handed technique 2May be implemented using Pinch Gloves™ be implemented using Pinch Gloves Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Grabbing The Air Implementation (one-handed) (one On pinch: Obtain initial hand position in world CS: (xh, yh, zh) (x Each frame until release: Obtain current hand position in world CS: (x’h, y’h, z’h) (x’ Hand motion vector: m = ((x’h, y’h, z’h) - (xh, yh, zh)) ((x’ Translate world by m (or viewpoint by –m) (or (xh, yh, zh) = (x’h, y’h, z’h) Cannot simply attach objects to hand – do not want to match hand rotations Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 12 Viewpoint Orientation Techniques Head tracking tracking Orbital viewing NonNon-isomorphic rotation Virtual sphere Spring 2011 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Next Class Navigation Wayfinding Navigation – Wayfinding Readings Spring 2011 3DUI Book – Chapter 6 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 13 ...
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This note was uploaded on 08/25/2011 for the course CAP 6121 taught by Professor Lavoilajr. during the Spring '11 term at University of Central Florida.

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