Visual thinking colin_ware_lectures_2013_13_interaction

34
Input: Devices and Theory

Transcript of Visual thinking colin_ware_lectures_2013_13_interaction

Page 1: Visual thinking colin_ware_lectures_2013_13_interaction

Input: Devices and Theory

Page 2: Visual thinking colin_ware_lectures_2013_13_interaction

Input for Selection and Positioning

Devices Power Law of Practice Fitt’s Law (2D, 3D lag) Eye hand coordination Two handed Methods and Metaphors

Page 3: Visual thinking colin_ware_lectures_2013_13_interaction

5 Virtual DevicesAdapted from Wallace, 1976.

"The Semantics of Graphic Input Devices"

Button - Indicates Choice (binary)- radio buttons are an extension of this concept.

Keyboard - Alpha numeric strings- a lot of buttons (voice)

Pick Device - For selection of graphic objectsThe canonical example of this is a light pen.

Locator - For specifying screen coords- x, y position(e.g. mouse)

Valuator - generating floating point values:A potentiometer.

Page 5: Visual thinking colin_ware_lectures_2013_13_interaction
Page 6: Visual thinking colin_ware_lectures_2013_13_interaction

Power Law of Practice

Time to perform a task is proportional to the log of the number of times the task has been carried out.

log(Tn) = log(T1) - α.log(n)

The law is usually expressed in terms of blocks of trials since the time to perform a single trial is too variable.

Page 7: Visual thinking colin_ware_lectures_2013_13_interaction

Law ofDiminishingReturns

Applicable to Choice reaction

Typing

Many skilled behaviors

Page 8: Visual thinking colin_ware_lectures_2013_13_interaction

Fitt’s Law for position selection

MeanTime = C1 + C2log2(D/W + 0.5) (1) MeanTime = C1 + C2log2(D/W + 1.0) (2)

Index of difficulty = log2(D/W + 1.0)

Index of performance = 1/C2

About 5-8 bits per second (many devices)

Page 9: Visual thinking colin_ware_lectures_2013_13_interaction

Modified Fitt’s Law

MeanTime = C1 + C2(Human + Machine)ID

Page 10: Visual thinking colin_ware_lectures_2013_13_interaction

Control loop

Update display Measurehand position

Judge distanceto target

Effect handmovement

Yes

No

Human Processing

Machine Processing

Detect startsignal

InTarget?

On to next task

Page 11: Visual thinking colin_ware_lectures_2013_13_interaction

Ar

Fish Tank VR (is head pos important) is stereo important.

Mirror

Virtual Image of Screen

Stereo Glasses

Head Position Tracking

Phantom

Arsenault and Ware (2001) TOCHI

Page 12: Visual thinking colin_ware_lectures_2013_13_interaction

Effects of incorrect perspective

Page 13: Visual thinking colin_ware_lectures_2013_13_interaction
Page 14: Visual thinking colin_ware_lectures_2013_13_interaction

Task: Tapping from target to target

Page 15: Visual thinking colin_ware_lectures_2013_13_interaction

Effects of stereo in eye hand coordination

0

1

2

3

4

0 1 2 3 4 5 6

Index of Difficulty (bits)

Me

an

Tim

e (

sec)

No Stereo

Stereo

Approx 3 bits per second (best case)

Page 16: Visual thinking colin_ware_lectures_2013_13_interaction

Effects of correct perspective (HT)

0

1

2

3

4

0 1 2 3 4 5 6

Index of Difficulty (bits)

Me

an

Tim

e (

sec)

No HT

HT

No Stereo 1.58 1.75Stereo 2.41 2.70

No HT HTIndex ofPerformanceSummary

In bits per second

Page 17: Visual thinking colin_ware_lectures_2013_13_interaction

Factors in input device design

Degrees of Freedom Order of control (Milgram) p = a + bt + ct2

Position (0) Velocity (1) Acceleration (2)

Mappings between devices and tasks S-R compatibility Integral/separable

Isometric/compliant

Page 18: Visual thinking colin_ware_lectures_2013_13_interaction

Direct Manipulation

Visibility of objects and actions Rapid reversability < 100 msec lag in visual feedback Users

Feelings of mastery and control Ease of learning Perceived Transparency “The user is able to apply

intellect directly to the task; the tool itself seems to disappear”. (Rutowsky, 1982)

Page 19: Visual thinking colin_ware_lectures_2013_13_interaction

3D Rotations with a 2D interface

Virtual Trackball (Chen, 17.5 seconds, Hickley 26 sec.)

Arcball 26 seconds (Hinckely, 1997 Shoemake 1992)

Page 20: Visual thinking colin_ware_lectures_2013_13_interaction

Rotations 3dof

Ware: 55 seconds accuracy, 14 seconds speed

Hinckley 3ball 20.7 f sec 14 m sec Zhai 18 sec. Wang: real object rotations of 45 deg in

less than a second Ware and Rose: real object rotation <

2sec virtual objects, real handles

Page 21: Visual thinking colin_ware_lectures_2013_13_interaction

Handles Real and VirtualWare and Rose

Page 22: Visual thinking colin_ware_lectures_2013_13_interaction

Real Object Rotations

Hand in the same place as an object helps

Page 23: Visual thinking colin_ware_lectures_2013_13_interaction

Where, between real and virtual does performance break down?

MirrorMirror

MonitorMonitor

Page 24: Visual thinking colin_ware_lectures_2013_13_interaction

Ware and Rose: results

Hand in the same place as an object helps (30 %).

Random end harder than random start. Sphere vs shape match is a minor factor

Page 25: Visual thinking colin_ware_lectures_2013_13_interaction

Experiment

Two objects: Wire-frame, color coded tetrahedron Solid shape

Page 26: Visual thinking colin_ware_lectures_2013_13_interaction

Results

0

100

200

300

400

500

600

ball rod vSphere

Ine

fici

en

cy (

pe

rce

nt)

solid

wire

0

1

2

3

4

5

6

7

8

9

10

ball rod vSphere

Tim

e (

seco

nd

s)

solid

wire

Color result confirmsHypothesis

No major differenceIn efficiency

Page 27: Visual thinking colin_ware_lectures_2013_13_interaction

Radical solutions

Gadget methods Screen space methods

Page 28: Visual thinking colin_ware_lectures_2013_13_interaction

Props: Physical Objects that Support Interaction (Hinckley)

Page 29: Visual thinking colin_ware_lectures_2013_13_interaction

Guiard’s Kinematic Chain Theory The left and right hands make up a functional

kinematic chain: for right-handers, the right hand moves relative to the output of the left hand. General principles:

1. Right-to-left reference: The right hand performs its motion relative to the frame of reference set by the left hand.

2. Asymmetric scales: Different temporal-spatial scales of motion.

3. Left hand precedence: The left hand precedes the right: for example, the left hand first positions the paper, then the right hand begins to write.

Page 30: Visual thinking colin_ware_lectures_2013_13_interaction

Two Handed Interaction

Props Toolglasses and magic lenses Tool use, e.g. rulers and guides

Page 31: Visual thinking colin_ware_lectures_2013_13_interaction

Gestures

Page 32: Visual thinking colin_ware_lectures_2013_13_interaction

Gestures can speed up input Can be iconic Sketch beautification Erase, create objects, etc.

Page 33: Visual thinking colin_ware_lectures_2013_13_interaction

Dynamic Querie (Schneiderman)

Interactively expose an hide multi-dimensional discrete data.

One slider per data dimension.

Page 34: Visual thinking colin_ware_lectures_2013_13_interaction

Frames of Reference

Retinocentric (2df) look at something Head centered (2df) pan and tilt Torso centered (2df) turn move forward Hand centered (6df) object orientation

Exocentric: Object centered point direction, intersection, docking, ROV control