wayfinding - 3D User Interface Wayfinding 3D User Interface...

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Unformatted text preview: 3D User Interface Wayfinding 3D User Interface Wayfinding Techniques Techniques Lecture #10: Navigation II – Wayfinding Spring 2011 2011 Joseph J. LaViola Jr. Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Universal Universal 3D Interaction Tasks Navigation Travel – motor component Wayfinding – cognitive component Selection Manipulation System control Symbolic input Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 1 Wayfinding Cognitive process of defining path Cognitive process of defining a path through through an environment use and acquire spatial knowledge aided by natural and artificial cues Common activity in our daily lives Often unconscious activity (not when we are lost) Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Information for the Wayfinding Task Landmarks Signs Maps Directional information Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 2 Transferring Spatial Knowledge Want to transfer knowledge to the real Want to transfer knowledge to the real world world training planning Navigation through complex environments to support other tasks Spring 2011 CAP6121 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Wayfinding in 3DUIs Difficult problem problem Differences between wayfinding in real world and virtual world unconstrained movement absence of physical constraints lack of realistic motion cues 3DUIs can provide a wealth of information Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 3 Wayfinding as Decision Making Process Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Wayfinding and Travel Exploration Search browsing environment useful in building cognitive map spatial knowledge acquired and used naїve search – not enough info in cognitive map primed search – use of cognitive map defines success Maneuvering Spring 2011 uses very little of cognitive map CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 4 Wayfinding and Spatial Knowledge Landmark knowledge knowledge Procedural knowledge visual characteristics of environment shape, size, and texture sequence of actions required to follow a path requires sparse visual information Survey knowledge Spring 2011 topographical knowledge object location/distance/orientation CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Egocentric and Exocentric Reference Frames Egomotion feeling we are the center of space Egomotion – feeling we are the center of space Egocentric – first person Exocentric – third person relative to world Build up exocentric representation of world relative to human body survey knowledge Use egocentric when exploring for first time Spring 2011 landmark/procedural knowledge CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 5 UserUser-Centered Wayfinding Support (1) Field of view small FOV can inhibit wayfinding FOV can inhibit wayfinding Motion cues user requires repetitive head movements lack of optical flow in periphery enable judgment of depth and direction supports dead reckoning (backtracking of user’s own movement) cue conflicts can hinder cognitive map development conflicts can hinder cognitive map development Multisensory Output Spring 2011 audio Tactile maps CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. UserUser-Centered Wayfinding Support (2) Presence (feeling of “being there”) assumed to have impact on spatial knowledge closer to real world Search strategies Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 6 EnvironmentEnvironment-Centered Wayfinding Support Environmental design design Artificial aids Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Environmental Design (1) World’s structure and format can aid in World structure and format can aid in wayfinding wayfinding Legibility techniques Spring 2011 divide large scale environment into parts with distinct character create simple spatial organization simple spatial organization include directional cues to support egocentric/exocentric reference frames often repetitive CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 7 Environmental Design (2) EDGE DISTRICT NODE PATH Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Environmental Design (3) Natural environment environment Architectural design horizon, atmospheric color, fog, etc… lighting closed and open spaces Color and texture Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 8 Artificial Cues Maps Compasses Signs Reference objects Artificial landmarks landmarks Trails Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Maps (1) Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 9 Maps (2) Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Maps (3) Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 10 Maps (4) Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Compasses Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 11 Signs Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Reference Objects Objects that have well known size that have well known size chair, human figure, etc… Useful to estimate distances Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 12 Artificial Landmarks Local help users Local – help users in in decision making processes Global – seen from any location Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Trails Help user retrace steps user retrace steps Show what parts have been visited Spring 2011 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 13 Next Class Symbolic Input Input Readings Spring 2011 3DUI Book – Chapter 7 CAP6121 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 14 ...
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