VR Interfaces – Navigation, Selection and UI Elements By David Johnson
Dec 20, 2015
VR Interfaces – Navigation, Selection and UI Elements
By David Johnson
VR Interfaces
• How do we tell the computer to do things?
• How do we select things?
• How do we navigate around?
VR Interface Challenges
• Intuitive– Make interaction work like the real world– Minimize cognitive overhead
• Augmentation– Give users new capabilities
Quick UI review
• Norman’s Principles of Design– Make things visible– Provide a good conceptual model
• Affordance• Mapping• Constraints• Feedback
Visibility
Good Conceptual Model
• A good conceptual model allows us to predict the effects of our actions
• Without a good model we operate blindly– Simply follow rules without understanding a
reason– No understanding of cause or effect– No recourse when something breaks
• Fridge/freezer controls• Thermostat
Affordances
Mapping
Constraints
• Prevent you from doing what you shouldn’t do– Grey out selections that don’t apply at the
current time
Feedback Examples
• Clicker on your turn signal
• Animated icon while waiting for a web page to load
Why is usability important?
• Poor usability results in– anger and frustration– decreased productivity in the workplace– higher error rates– physical and emotional injury– equipment damage– loss of customer loyalty
2D Interfaces
• Dominant computer interface uses a mouse and graphical elements
Xerox Star (1981)
2D Interfaces
• Why is it a WIMP interface?– Windows– Icons– Menus– Pointer
Xerox Star (1981)
3D Interfaces
• Need to map 2D interfaces to 3D
• Hopefully, create whole new expressive interfaces
3D equivalent of a Mouse?
• Mouse – 2D positioning– Buttons to hold or click
6DOF mouse
• Flying mouse• Fledarmaus• The Bat
• How do you clutch/ratchet?– In 2D, picking up
disables tracking
Menus in Virtual Space
• Cannot easily overlay menus
• “Float” menus in space– Select by raycasting– Keep near user’s head
Jacoby, Ellis 1992
Menus in Virtual Space
• Ring Menus– JDCAD 1993
• Liang
– ISAAC 1995, • Mark Mine
– Rotate hand to moveselection point
Menus in Virtual Space
• Darken, 1994
• Overlaid menus
• Speech selection
Menus in Virtual Space• Pen and Tablet
– Track a tablet and pen– Put 2D menus on
tablet– “Haptic Hand”
Menus in Virtual Space
• Bowman• Pinch Gloves
– Select with thumb to finger
– High-level menu on ND hand
– Secondary menu on D hand
– First tries• Scrolling menu using
pinches or• More items on pinkie
TULIP Menus
• Three-Up, Labels in Palm
• Virtually raise hands• Rotate menus• Put ‘next’ groups on
palms• Users preferred over
floating and tablet menus– Perhaps slower
Menus in Virtual Spaces
• ‘Virtual tricorder’
• Wloka 1995
Gestures
• Symbolic– Cultural meaning (O.K. sign)
• Deictic– Pointing, direct viewer’s attention
• Iconic– Showing an example path with hand
• Pantomimic– Act out the activity
Gestures
• GIVEN (1992)– Neural net recognition– 20 gestures
• Fly, grab, etc.
• Mine– “Physical mnemonics”
• Pull-down menus from near head• Delete by throwing over shoulder
Numerical Input
• Mark Mine
• A digit at a time
• Sliders too imprecise
Text Input
• Bowman
• Pinch glove
• Thumb to home row finger
• Hands in/out to go down/up row
• Rotate to hit extra keys
Basic Navigation Tasks
• Exploration– Untargeted movement– Build internal map
• Positioning– Move to known location
• Maneuvering– Precise positioning of viewpoint– Typically short motions
Natural Interfaces
• Walking
• Biking
• Snowboard
• Swimming
• Issues?
Flying Interfaces
• Flying
• Magic carpet
• Guided navigation– River analogy
• Issues?
Steering Interfaces
• Pointing– Expressive– Hand shake
• Torso
• Gaze-directed– simple
• Physical device
Hand-based Interfaces
• Colin Ware (1990s)– World-in-hand– Eye-in-hand
Point-to-point Travel
• Select a point in a scene– Computer picks path
• Teleport– Bowman et al. found significant spatial
disorientation from teleport
World in Miniature
• User holds dynamic map in one hand
• Navigation is reduced to object positioning
WIM Setup
• Physical props – clipboard and interface ball
Two-handed Flying
• Mark Mine
Fundamental Operations in a UI
• Select an object• Manipulate an object
– Translate– Rotate
• What are some techniques in 2D interfaces?
From the Beginning
• Sutherland and Vickers– Sorcerer’s Apprentice
(1972)
• Track stylus• Selection of vertices
– Intersection of cube at tip of stylus
Pointing: Put That There
• 1979
• Ray from tracked hand
• Speech interface
• movie
Pointing: JD-CAD (1993)
• “Laser gun” from hand– Tracker noise– Harder to select far
away
• Spotlight– Add a cone to the ray– Select objects based
on• Distance from cone
axis• Distance from hand
Silk Cursor
• Replace wireframe selection box with translucent box– Visual cues to
containment
Pointing: Aperture
• Spotlight from eye• Cone angle based on
distance from hand to eye
• Selection modified by hand orientation
Pointing: Flexible Pointer
• Two-handed• Hand direction bends
pointer• Can select occluded
objects• movie
Hand: GoGo Interaction (1996)• Go-Go uses Non-Linear mapping between virtual and real hand• Control-display ratio• Stretch go-go variation• Pros:
– Extended reach when needed– Direct manipulation
• Cons:– Reach still limited by arm length– Precision suffers when reach is extended (low level of control)
Movie
Image Plane Techniques
• Point or gesture at an objects projection onto the viewing plane– “head-crusher”
• Kids in the hall– “Sticky finger”
• Similar to ray casting• Pros:
– Very intuitive– Allows user to reach objects at
an arbitrary distance• Cons:
– Limited by the need for line of sight
– Can be fatiguing– Virtual hand may obscure small
objects
Two Handed and Body-Centered Interaction
• What can you do with two hands?• What if you use your body as a
reference point?• Mine, Mark, Frederick P. Brooks Jr., and Carlo Sequin
(1997). Moving Objects in Space: Exploiting Proprioception in Virtual-Environment Interaction. Proceedings of SIGGRAPH 97, Los Angeles, CA.
• “Scaled-space grab”
HOMER technique
Hand-Centered Object Manipulation Extending Ray-Casting
• Select: ray-casting• Manipulate: hand• Translation
proportional to initial object distance
Time
World in Miniature
• User holds dynamic map in one hand
• Objects can be moved in map
• What about fine positioning?
• What about selection of small objects?
Voodoo Dolls
• User creates map with image plane selection
Summary
• Ergonomics an issue
• Usability still low
• Standard GUI elements translate poorly