1Spring 2008Spring 2008CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. 3D User Interface Evaluation III3D User Interface Evaluation IIILecture #16: Example EvaluationsLecture #16: Example EvaluationsSpring 2008Spring 2008Joseph J. LaViola Jr.Joseph J. LaViola Jr.CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Usability Evaluation in 3DUIsUsability Evaluation in 3DUIs2CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Example EvaluationsExample EvaluationsNonNon--isomorphic rotation (3DUI 07)isomorphic rotation (3DUI 07)Interaction Offset (3DUI 07)Interaction Offset (3DUI 07)Spring 2008Spring 2008CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. An Exploration of NonAn Exploration of Non--Isomorphic 3D Rotation in Isomorphic 3D Rotation in Surround Screen Virtual EnvironmentsSurround Screen Virtual EnvironmentsJoseph J. LaViola Jr.*Joseph J. LaViola Jr.*Michael Michael KatzourinKatzourinBrown UniversityBrown UniversityMarch 10, 2007March 10, 2007IEEE Symposium on 3D User Interfaces 2007IEEE Symposium on 3D User Interfaces 2007* Now at the University of Central Florida3CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Talk OutlineTalk OutlineMotivation and GoalsMotivation and GoalsNonNon--Isomorphic RotationIsomorphic RotationRelated WorkRelated WorkExperimentExperimentResultsResultsDiscussionDiscussionConclusionConclusionCAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Motivation and GoalsMotivation and GoalsRotating objects in 3D space is a Rotating objects in 3D space is a fundamental taskfundamental taskWant to understand how 3D rotation Want to understand how 3D rotation techniques performtechniques performIsomorphic and nonIsomorphic and non--isomorphic isomorphic approachesapproachesExplore these approaches in SSVEExplore these approaches in SSVEextend and augment existing knowledgeextend and augment existing knowledgedoes existing knowledge transfer?does existing knowledge transfer?4CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008NonNon--Isomorphic 3D RotationIsomorphic 3D RotationHumanHuman--Machine interactionMachine interactioninput deviceinput devicedisplay devicedisplay devicetransfer function (control to display mapping)transfer function (control to display mapping)NonNon--isomorphic isomorphic ––scaled linear/nonscaled linear/non--linear linear mappingmappingmanual control constrained by human anatomymanual control constrained by human anatomymore effective use of limited tracking range (more effective use of limited tracking range (i.ei.evisionvision--based tracking)based tracking)additional tools for fine tuning interaction techniquesadditional tools for fine tuning interaction techniquesIsomorphic Isomorphic ––oneone--toto--one mappingone mappingmore naturalmore naturalCAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008NonNon--Isomorphic Rotation TechniqueIsomorphic Rotation TechniqueQuaternion Quaternion ––fourfour--dimensional vector (dimensional vector (vv,,ww) where ) where vvis a 3D vector and is a 3D vector and wwis a real numberis a real numberLet be the orientation of the input device be the Let be the orientation of the input device be the displayed orientation, and be the reference displayed orientation, and be the reference orientation thenorientation thenUsing relative mappingUsing relative mappingcqdqt coefficiengain CD ,)( , 1===−kqqqqqqokocdkcqoq11)(1−−−=iiiidkccdqqqq5CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Related WorkRelated WorkUser performance with different 3D rotation User performance with different 3D rotation techniques (Chen 1988, Hinckley 1997)techniques (Chen 1988, Hinckley 1997)Rotating real and virtual objects (Ware 1999)Rotating real and virtual objects (Ware 1999)Framework, design guidelines, nonFramework, design guidelines, non--isomorphic isomorphic effectiveness (effectiveness (PoupyrevPoupyrev2000)2000)NonNon--isomorphic head rotations (LaViola 2001, isomorphic head rotations (LaViola 2001, Jay 2003)Jay 2003)GlobeFishGlobeFishand Globe Mouse (Froehlich 2006)and Globe Mouse (Froehlich 2006)Hybrid Hybrid haptichapticrotations (rotations (DominjonDominjon2006)2006)CAP6938 CAP6938 ––3D User Interfaces for Games and Virtual Reality 3D User Interfaces for Games and Virtual Reality ©©Joseph J. LaViola Jr. Joseph J. LaViola Jr. Spring 2008Spring 2008Experimental StudyExperimental StudyFurther explore nonFurther explore non--isomorphic rotation of isomorphic rotation of virtual objectsvirtual objectsSystematic evaluation of different rotation Systematic evaluation of different rotation amplificationsamplificationsUnderstand benefits of nonUnderstand benefits of non--isomorphic in isomorphic in SSVESSVEhead trackinghead trackingstereoscopic vision stereoscopic
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