3D user interface technique
Document Sample


3D user interface technique
presented by
Tan Liang
Introduction
User interface(UIs) are becoming more diverse include
spatial devices.
With new technology new problems have also been
revealed.
Understanding and action of the physical world can’t be
represented accurately in a computer simulation.
Simply adapting traditional interface styles to 3D does
not solve this problem.
Novel 3D UIs,based on real-world interaction must be
developed.
Functional components
Control
Feedback
Visualization
Navigation
Manipulation
Access
Control
Control interprets user inputs as meaningful actions in
an application.
Control addresses one direction of the interaction
dialogue that occurs between the user and the
application.
Input devices
Input interpretation
Control basics
Coordinate mapping
Mixed usage
Input devices
Input devices are the physical tools used to
implement various interaction techniques.
Input devices can be roughly categorized based
on the types of event they generate.
Discrete input device:pinch gloves
Continuous input devices:positioning/orientation
tracks and datagloves
Hybrid input device
Speech input
Input interpretation
Input interpretation involves asking the right
questions for a giving control situation,and
answering those questions such that raw
inputs are translated into directed and
quantifiable control results.
Often,for a giving situation there can be many
equally valid answers.The answers determine
the personality of the control.
Input device can also be used for non-spatial
control.
Control basics
Control primitives:The most primitive level of
control interpretation involves the translation
of a raw mouse input into something more
useful for the application. As with most control
techniques, interpretations can be used alone
or in combination.
Mouse gestures:A gesture involves
interpreting the mouse position and mouse
button state together over time,with the button
state or a modifier key indicating the start and
end of the gesture.
Control primitives
Absolute origin:The control origin is predefined in the mouse
space at same location obvious to the user. The advantage is
that the reference point is always in the same place for the
user.Disadvantages are that the display screen defines the
bounds on the output value.
Relative origin:The relative origin is established on the fly.The
advantages are that the user can choose any starting point.
Disadvantages are that a given output value can be attained
only by starting from the origin and moving the mouse until the
desired value is reached.
Direct Action:
Rate Action
Mouse gestures
Clicks:Occurs a single position
Planar:Interprets a drag as a 2D position or two 1D
positions.Called “stroke” if time is a factory, called
“drag-and-drop” if object drag and over-detection are
involved.
Linear:Detects the length and direction of a straight-
line drag.Called a “flick” if time is a factor.
Circular:Detects the angular position and radial
distance of a control drag.
Coordinate mapping
Coordinate mapping is a form of control interpretation
that answers two questions at the heart of 3D object
control:Which dimension of the input value is
connected or mapped to which dimension of the
target value? And, where does the information for
controlling the target object’s extra dimension come
from?
The simplest form of coordinate mapping is direct
mapping. It connects a given input-value dimension
to one or more output-value dimensions without any
fancy mathematics.
Mixed usage
It is common for different control
interpretations,coordinate mappings,and
personae to be used in combination.
Combinations are usually specific to a
given application or task and may only
be intuitive in that limited context.
Feedback
Feedback tells the user what the system is
doing and provides the user with information
about the data objects in the application.
Feedback is one of two interactive dialogues
between the application and the user.
Feedback roles
Basic elements
Visual attributes
Feedback roles
Feedback can be divided into two broad
categories:information and control.
Information feedback is passive in nature. It
provides the user with information such as
how to use the application,a control.
Control feedback plays a more active role. It
provides the user with the means to
manipulate the data in an application,or to
modify the configuration of the application
itself.
Information feedback
Information feedback:Passive in nature;Indirectly
assists in using the application and data
User instruction:instructions on how to use the
application and controls;Example:User manuals,help
systems,tutorials,wizards
Data description:Information about data objects;
Example:Product information,part number,size,cost
Object relations:Relationship of objects and
surroundings;Example:Rulers,dimensioning,bounding
boxes,connection points,alignment marks
Control feedback
Control feedback:Active in nature;Directly aids in
controlling the application and data
Control widgets:Visible manifestations of controls;
Example: Color schemes,menus,buttons,knobs,and
drag handles
Action hints:Hints about how to use a control and what
they do; Example:Tooltips,arrows,symbology, and
animation
Interaction state:Status and usability of an object or
control; Example:Mouse-over,selection highlighting,
disabled lowlighting, and sound effects
Basic elements
Identifiers:
Identify and decorate controls;proxies for data objects
Labels and icons;static appearance;integral part of the control or
proxy
Callouts:
Like a label or icon but detached from its host;can decorate data
objects
Dynamic placement;can live in display space
Tooltips :
Like a callout
Dynamic visibility;controlled manually or by interaction state
Indicators:
Like a callout;shaped graphics for action hints and drag handles
Dynamic appearance;controlled by interaction state
Basic elements
Handles:
Idiom for control and selection;widget for direct manipulation
Dynamic appearance;controlled by interaction state
Cursor:
Small indicator;tracks the mouse position on the display screen
Dynamic shape,automatic placement,useful in many feedback
roles,overused
Audio:
Does not compete with visual feedback;amenable to long
messages
Not reliable-sound can be turned off or too low
Sound Effects:
Audio that is brief and idiomatic
Action confirmation,differentiation,and quantification
Visualization
Visualization is the process by which an
application presents its data to the user.
Data visualization
Display space techniques
Data visualization
Data visualization can be described in terms of
concrete versus abstract data modeling and
presentation,with concrete data presentation
being a faithful rendering of a real object,and
abstract presentation making the invisible
visible.
Data visualization is a subject area that is alive
and well and has been thriving for centuries.
Visual data occupy a wide rang,from
photorealism to iconic and texture.
Display space techniques
Display layout:
The display layout space can be treated as being
absolute or relative.In an absolute space,its scale is
independent of the display window size.In a relative
layout space,the scale of the space,the display scale
factor(DSF),is proportional to the display window size.
What is often needed is a combination of the two,with
objects being sized absolutely but positioned
relatively,or something even more elaborate,or even
defining algorithms to lay out groups of objects.
Overlay,underlay,and overlap
It is sometimes advantageous for objects to always
appear in front of other objects.The way to make it
happen is to place it in the display space where it will
appear in front of everything else in the world space.
This is referred to as placing the objects into overlay.
When there are other feedback elements in overlay,a
general approach is to allow the objects in display
space to overlap one other.
Underlay is similar in concept to overlay,only in reverse.
The object always appears behind its worldly
neighbors.
Navigation
Navigation enables the user to move about the
application’s 3D world.
Navigation tasks can be classified into three categories:
Exploration is navigation with no explicit target-the
simple investigation of the environment.
Search tasks involve moving to a particular target
location.
Maneuvering tasks are characterized by short-
range,high-precision movement .
Navigation is subdivided into
the motor component:travel
the cognitive component:wayfinding.
Travel
Travel is a conceptually simple task-the movement of the viewpoint
from one location to another.
Five common metaphors for travel interaction techniques:
Physical movement:using the motion of user’s body to travel
through the environment
Manual viewpoint manipulation:the user’s hand motions are
used to effect travel.efficient and easy to learn,cause fatigue
Steering:continuous specification of the direction of
motion.general and efficient
Target-based travel:the user specifies the destination,and the
system handles the actual movement.simple from the user’s
point of view
Route planning: the user specifies the path that should be taken
through the environment,and system handle the actual
movement
Wayfinding
Wayfinding,the counterpart of travel,can
be described as the cognitive process of
defining a path through an environment.
Wayfinding support can be subdivided
into user-centered and environment-
centered support.
Manipulation
Manipulation is how users interact with the data
in the application scene.It permits the user to
change the data content of that world.
Manipulation requires the close cooperation of
control,feedback,and visualization.
Control personae
Feedback elements
Configuration
Control personae
The relation of the entity to the user,which
names the persona of the manipulation
control,can be described in terms of
participants in everyday speech:first
person,second person,and third person.
The elements in the control chain that are
pertinent to defining control personae are the
user,the control,and the target of the control
chain.
First person
First person is one where the user directly manipulates
his view of the world.The view is a proxy for the user-
his virtual presence in the 3D world.This form is
popular in action games and VRML players.
Pros:Manipulation occurs in the same frame of
reference that the user sees in the view.Intuitive form
of navigation that is similar to walking through the
world.
Cons:Can be unintuitive in situations where the view
is not represented as a vehicle.The target-the view-
cannot be seen in the context of its surroundings.
Second person
With the second person the user is allowed to
drag and manipulation objects directly in the
scene.
Pros:Direct WYSIWYG manipulation of
objects.Intuitive form of manipulation that is
similar to reaching out and moving an object
in the world.Can see the target in context of
its surroundings.
Cons:Difficult to directly manipulation objects
in 3D using a 2D mouse and display.
Third person
In third person the users manipulate a virtual
control such as in a control panel.In response
the target object in the scene moves,
stretches,moves color,blows up,and so forth.
This form is popular in strategic games.
Pros:Controls are obvious-sliders,knobs, and
buttons-and are always available. Familiar
form of control-HUD or dashboard control
panel.
Cons:Difficult to convey to the user what
target object a control manipulates and how.
Configuration
Configuration constrains the user to an allowed
set of operations that can be performed on a
set of data objects or within a given data
objects,as a form of specification,according to
the current situation.
The situation can be defined completely within
the application,or by external circumstances.
Access
Access allows the user to get the data
into and out of the world.
Data access can be described as allowing
out-of-scene versus in-scene access to
the application’s data.
In-scene grouping
Data grouping used for in-scene data
selection is a diffuse relationship among
objects that can have physical as well
as logical implications.
Physical vs. logical
Physical grouping involves the spatial or
geometric relationship among the target
objects.
Logical grouping defines an abstract
relationship for a set of target objects, with
nothing implied about the set’s geometry.
Physical and logical grouping can also be
combined.
Grouping operations
A grouping operation involves selecting the
objects and designating them as a
group,which for a logical group might also
involve the user specifying a label for it.
The most common form of grouping operation is
target multi-selection.
The objects in a group are often neighbors.In
this case a lasso can be used to perform
multi-selection.
Nesting:Making a group out of other groups, or
a mix of objects and groups.
Ungrouping operations
Ungrouping, the reverse of grouping, involves
selecting one or more groups and
commanding the selection to ungrouping.
If nesting of groups is allowed, there is the
question of what happens when they are
ungrouped.
One possibility is to undo the top most level of
grouping;another possibility is to undo all
levels of grouping.
Out-of-scene access
Out-of-scene access comes in 3D,2D,and non-
spatial varieties such as trees and lists,with
data palettes allowing iconic drag-and-drop
access to application data.
Out-of-scene access to data can be important
for helping the user to manage in-scene data.
Out-of-scene data tree and graph presentations
are excellent ways to create and maintain
logical groups,such as for layout templates
and complex object assemblies.
Data presentation
Data visualization applies to both in-scene and
out-of-scene data.
In-scene presentation takes advantage of 3D’s
ability to show data in a more natural and
realistic setting for concrete data,and a higher
dimensional setting for abstract data.
Out-of-scene presentations are more geared to
data selection and configuration.
Mission
Accomplished
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