Selection & Manipulation Robert W. Lindeman Worcester - - PowerPoint PPT Presentation

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Selection & Manipulation Robert W. Lindeman Worcester - - PowerPoint PPT Presentation

CS-525V: Building Effective Virtual Worlds Selection & Manipulation Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science gogo@wpi.edu Overview How do we choose objects? Selecting single objects


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SLIDE 1

CS-525V: Building Effective Virtual Worlds

Selection & Manipulation

Robert W. Lindeman

Worcester Polytechnic Institute Department of Computer Science

gogo@wpi.edu

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R.W. Lindeman - WPI Dept. of Computer Science 2

Overview

How do we choose objects?

 Selecting single objects  Disambiguation  Selecting groups of objects  Releasing objects

How do we change objects?

 Choosing among object properties  Natural mappings of actions to changes  Arbitrary mappings

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R.W. Lindeman - WPI Dept. of Computer Science 3

Object Selection

In the real world, we select by

 Touching/grabbing  Pointing

 With finger: direct  With pointer: extended  With mouse: indirect

 Voice  Device

 Car radio

 Other ways

 Context?  Eye gaze?

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R.W. Lindeman - WPI Dept. of Computer Science 4

Selection-Task Decomposition

Indicate

 Denote which object we intend to select  Can be open-loop or closed-loop task

Confirm

 Verbal  Dwell  Click

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R.W. Lindeman - WPI Dept. of Computer Science 5

Selection in VR

Indication

 Avatar-hand movement  Device movement  Virtual "beam" for closed-loop feedback  Selection from a list

Confirmation

 Click  Dwell  Verbal

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R.W. Lindeman - WPI Dept. of Computer Science 6

Reaching Objects

Need to be able to indicate at a distance

 Go-go techniques  Two-handed pointing  Worlds-in-Miniature (WIM) techniques  Flashlight  Voodoo dolls

Image-plane techniques

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R.W. Lindeman - WPI Dept. of Computer Science 7

Manipulation

 Typical tasks

 (Re)Position  Rotate  Property modification

 Approaches

 WIM  3D widgets

 Virtual sphere for rotations  Jack for scaling

 Non-isomorphic position/rotation  Skewers  2D widgets

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R.W. Lindeman - WPI Dept. of Computer Science 8

Design Guidelines

 Use existing techniques unless a large amount

  • f benefit might be derived from designing a

new, application-specific technique

 Use task analysis when choosing a 3D

manipulation technique

 Match the interaction technique with the device  Use techniques that can help reduce clutching  Non-isomorphic techniques are more useful and

intuitive

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SLIDE 9

R.W. Lindeman - WPI Dept. of Computer Science 9

Design Guidelines (cont.)

 Use pointing techniques for selection, and

virtual hand techniques for manipulation

 Use grasp-sensitive object selection  Constrain degrees of freedom when possible  There is no, single best interaction technique  Test, test, test!

[Bowman, Kruijff, LaViola, Poupyrev, 3D User Interfaces, 2005]