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Computer Graphics
Assistant Professor
Dr. Sana’a Wafa Al-Sayegh
2nd Semester 2008-2009
ITGD3107
University of Palestine
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Chapter 8Part-3
Graphical User Interfaces and
Interactive Input Methods
ITGD3107 Computer Graphics
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– Distinguishing characteristics of devices– Input devices
• standard
• research
– Output devices• video
• other
– Virtual devices– WIMP vs. Post-WIMP interfaces– Where do we go from here?
Display and Interaction Devices
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Display and Interaction DevicesUser Interface
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Hardware characteristics
– Absolute vs. relative
– Polled vs. interrupt-driven
– Discrete vs. continuous input
– Degrees of freedom (DOF)
• number of simultaneous, independent data values that arrive in one record
Potential problem areas
– Spatial resolution
– Registration and calibration
• Accuracy and repeatability
– Sample frequency (temporal resolution)
– Data synchronization
Abstractions
– Hardware level
– Logical level
Input Device Hardware
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Device interface level
– Wired vs. wireless
– Connection
• Universal Serial Bus (USB)
• Bluetooth
– Power source
• AC power supply
• batteries
• mechanical motion
• connection to computer
– Type of data transferred
• binary or text
• floating point, integers, text, etc.
Input Device Hardware
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Commonly used today
– Mouse-like devices
• mouse
• wheel mouse (up to 2 wheels offer extra DOF)
• trackball
• trackpad
– Keyboards
• one handed vs. two handed
• DataHand keyboard
Traditional Input Devices
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Traditional Input Devices
WACOM Intuos3 tablet
Pen/Stylus
• Data provided
– Absolute position
– Pressure, distance from surface
• Tablets for desktop computers
– Alternative to mouse
• Tablet PCs (can be used as laptops or slates)
– Toshiba Portege M200, M400
– HP Tablet PC tc1100, tc4200
– Acer TravelMate C200, C310
• and many more…
• Palm-top devices
– HP iPaq Pocket PC
– Handspring, PalmOS™
– Sony Clie, Treo
– BlackBerry
– Nintendo DSNintendo DSHP iPaq HP tc1100
WACOM Cintiq 21UX
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– Dial boxes• number of dials (1 DOF per dial)
– Joysticks• game pads
• flightsticks (2 or 3 DOF plus a myriad of buttons and sliders)
• Nintendo Wii’s controller
Traditional Input Devices
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– Touchscreens
– Microphones
• wireless vs. wired
• headset
– Digital still and video cameras, scanners
• Sony Eye
• Uses basic image recognition to
track body movements as an input
to console games
• TrackIR by NaturalPoint
– MIDI devices
• input from electronic musical instruments
• more convenient than entering scores with just a mouse/keyboard
Traditional Input Devices
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Use may become more common in future
– Electromagnetic trackers
– Acoustic-inertial trackers
– Infrared trackers
– Optical trackers
3D Input Devices
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– Gloves• attach electromagnetic tracker to the hand
– Pinch gloves
– Mouselike
– Hybrid
3D Input Devices
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Commercial failures– Spaceball
– Flymouse
Unsuccessful 3D Input Devices
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Non-standard Input Devices– Reconfigurable devices – Tool handles/props, with attached sensors
Passive input devices– Would like to separate user from devices– Voice recognition without a headset
• not successful yet
– Image-based analysis• video camera trained on user
Some Current Input Device Research
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– Part of a windowing system, UI toolkit, or 3D environment
– a combination of behavior and geometry
Motivation– Advanced hardware devices are expensive, and not always available for all
platforms
– Most users already know how to use traditional input devices (mouse & keyboard)
– It is inefficient to have to continuously switch devices• try to keep hands on the mouse or the keyboard
– Would like to perform complicated inputs with simple gestures
– You will implement a virtual trackball and other virtual devices in the Modeler assignment
Virtual Input Devices
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2D widgets
– Windowing systems (e.g. X, Mac, Windows)
• window
• scrollbar
– UI toolkits (e.g. Java Swing/AWT, Motif, Windows Forms)
• button
• dialog box
• drawing area
• object handles
– Simulating hardware devices
• sliders as virtual dials
• windows as virtual tablet
Virtual Input Devices
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3D widgets
– Ambiguity of gestures
• 2D mouse gesture 3D movement
• interface must make decisions
• complex geometry involved to make these decisions
– Fundamental differences between 2D and 3D graphics
• multiple coordinate systems
• hidden surfaces
• more complicated primitives (3D objects, not 2D windows)
– Combine geometry & behavior
• make sure that target users can infer the widget’s functionality based on it’s geometry
• reduce the cognitive distance between the function you are actually performing and the interaction you are doing
• virtual devices should show the actions they are designed to do
Virtual Input Devices
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Virtual sphere rotation (Chen ’88)– Project mouse motions onto the surface of a sphere surrounding the
object (an “object trackball”)
– Construct two vectors from center of sphere to the surface of the sphere– Cross product of two vectors gives the axis around which to rotate– Normalized dot product gives the cosine of angle to rotate object
through– Used for “camera trackball” as well– You will implement this in Modeler!
Virtual Input Devices
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Inherent difficulties of 3D input– Different coordinate systems
• world
• object
• camera
• UV coordinates on object’s surface
• screen
– More complex math• 3D points, vectors, transformation matrices
• ray casting, hidden surface calculations
– 2D view of 3D scene• information is missing in a flat display
• objects obscured or off screen
• spatial relationships difficult to perceive
Virtual Input Devices
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Classifications
Stereo
Desktop– CRT– LCD flatpanel
Semi-Immersive Desktop
Semi-Immersive Wall– Single projector, often DLP (Digital Light
Processing)
Video Output Devices
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Fishtank VRDepthCubeHead-mounted displays (HMD)
Video Output Devices
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Virtual Retinal Display (VRD)
Virtual Sphere
Video Output Devices
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Augmented Reality– Augmented reality devices
• Optical see-through or video-based
• research still going on
Microphone
Sony LDI-D100B
P5 Glove
Hand Tracker (IS900)
Diamond Touch Table Connector
Head Tracker (IS900)
Columbia’s MARS
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Audio
– Do not underestimate the importance of sound!
– Speakers
– 3D spatial sound
– Headphones
Printers
– Style impact printing
– Plotters
– Ink jet
– Laser
– Slides/film
– Holographs
– Rapid prototyping systems and 3D raster scan devices
Other Output Devices
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Multiple, Interconnected Devices and UIs per User
Office/Home
• wall displays + personal notepad
• video-tracking for user id, location
• continuous speech recognition + natural language understanding + intelligent information processing
• Furniture: chair is instrumented to help detect posture, adjust to the user’s preferred position
Health-care
• Electro-chemical monitors
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