3D and Immersive Interfaces. 3D Interfaces – Shneiderman An “extreme” interpretation of dm in...

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3D and Immersive Interfaces

Transcript of 3D and Immersive Interfaces. 3D Interfaces – Shneiderman An “extreme” interpretation of dm in...

3D and Immersive Interfaces

3D Interfaces – Shneiderman

• An “extreme” interpretation of dm in which interfaces approach richness of real 3D world is wrong … to paraphrase Shneiderman

• In fact 3D interfaces are most often not right, even for tasks for which they may seem appropriate

– E.g., air traffic control

• When used 3D interfaces have a daunting set of challenges– E.g., occlusion, navigation in 3 space– E.g., “cone tree” rep. of file structure– So …

3D Interfaces – Shneiderman

• An “extreme” interpretation of dm in which interfaces approach richness of real 3D world is wrong

• In fact 3D interfaces are most often not right, even for tasks for which they may seem appropriate

– E.g., air traffic control

• When used 3D interfaces have a daunting set of challenges– E.g., occlusion, navigation in 3 space– E.g., “cone tree” rep. of file structure– So, …

Introduction

• The “best” interfaces, and all systems, typically find their task utility through engagement (etc.) appropriate for the task

– This idea is at the core of arguments for the use of direct manipulation interfaces

• All of the following are interrelated:– Immersion, engagement, presence, virtual reality– 3D display and interaction devices

• In field of CS and HCI: “spatial interfaces” and “immersive interfaces”

• Also, will introduce the idea of presence

Examples of Immersive Interfaces

Tiled display wall

Head mounted display

Surround screen projection

Spherical projection

Immersion, “Virtual Reality”, and Virtual Environments

• Immersive interfaces– High sensory immersion – visual, auditory, haptic, proprioceptive

• “Virtual reality”, or, virtual environments– “Virtual reality is a technology that is used to generate a simulated environment

in digital form... Using the equipment, users are immersed in a totally virtual world.”

– Working definition – an immersive interactive system

• In context of “virtual reality”, immersion usually = spatial immersion

• Note: “Immersion” (and engagement and presence) is a continuum

– Text ... Visual and 3d .. Stereo ... HMD… “jacked in”– Cyberspace

• Term coined by Gibson in Neuromancer• … and in the 21st century, the Matrix

Immersion and Virtual Reality

• “The mind has a strong desire to believe that the world it perceives is real” – Jaron Lanier, among others

• For example, “illusion” (perception) of depth (for spatial immersion)• Stereo parallax• Head motion parallax• Object motion parallax• Texture scale

• Interaction: grab and move an object

• Proprioceptive cues: – when you reach out and see a hand where you believe your hand to be,

you accept the hand as your own

• Often you will accept what you see as “real” even if graphics poor

• Constellation of cues

Components of Spatial ImmersionCutting, 1996

• Perception of 3 dims strongest element of spatial immersion

– Perception of 3d from depth cues

• See figure

• Other elements– Integration important– Visual display types– Stereoscopic display – Head position sensing – Hand-position sensing – Force feedback – Sound input and

output – Other sensations

Presence “The Aesthetic Impression of 3D Space”

• Sense of presence – Vividly 3d– Actually present in the world– Sense of being there– Holodeck …

• Presence has to do as much with engagement, as visual information– E.g., one can be “in the world”, when reading– Here, one sees, or visualizes, the world

• 3D depth cues are those elements that enhance feeling of 3 (vs. 2) dimensions in a display, – From occlusion to stereoscopic display

Presence “The Aesthetic Impression of 3D Space”

• Immersive interfaces– term used to describe interfaces/devices which lead toward immersion

(sense of presence, engagement) in the virtual environment presented on the display

• Virtual reality interfaces– term used similarly to immersive interfaces

• Degree of immersion– conventional desktop screen– fishtank virtual reality (semi-immersive workbench)– immersive virtual reality– augmented reality with video or optical blending– … number of cues …

Pictorial Depth CuesWhere does perception of three dimensions come from?

• 3D depth cues – Static / pictorial vs. dynamic– Monocular vs. binocular– Oculomotor

• Static monocular cues– Occlusion– Relative size– Linear perspective– Texture gradient– Aerial perspective– Shading– Relative height

• Courses in computer graphics and visualization provide detail

History - Sutherland’s Sketchpad“In the beginning …”

• Ivan Sutherland– “Pioneer” of … lots of things– Visualization– Graphics– Interaction– Still around

• Evans and Sutherland graphics

• First truly interactive graphics system, Sketchpad

– A fairly sophisticated “paint” (or drawing) program

• MIT, Ivan Sutherland’s 1963 Ph.D. thesis

– “Sketchpad, A Man-Machine Graphical Communication System”

• Available: www.cl.cam.ac.uk/techreports/UCAM-CL-TR-574.pdf

• Video: www.youtube.com/watch?v=mOZqRJzE8xg

• Among most important works in computer science

Ivan Sutherland using Sketchpad in 1963 CRT monitor, light pen and function-key panel

Ivan Sutherland’s Sketchpad, 1963and “the ultimate display”

• Regarded as the first to implement much of what called “hci”, “visualization”, “immersion”, and “virtual reality” (not to mention cg)

• Some quotes:

– ….. If the task of the display is to serve as a looking-glass into the mathematical wonderland constructed in computer memory, it should serve as many senses as possible.

– ….. By working with such displays of mathematical phenomena we can learn to know them as well as we know our own natural world. Such knowledge is the major promiseof computer displays.

– ….. The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked.

Sensorama, 1965Less Profound maybe, but Fun –

• Morton Heilig– cinematographer / director of

documentaries

• Motorcycle simulator - all senses– visual (city scenes)– sound (engine, city sounds)– vibration (engine)– smell (exhaust, food)

• Not a big commercial success, but “immersive”

from Virtual Reality Technology, Burdea & Coiffet

USAF Super Cockpit, 1985

• Wright Patterson Air Force Base

• Visual, auditory, tactile

• Head, eye, speech, and hand input

• Designed to deal with problem of pilot information overload– Flight controls and tasks too

complicated

• Research only– big system, not safe for ejecting

Immersive and 3D Interfaces

• Teleoperation

• Virtual and augmented reality

• Immersion and VR – contribution of components …

• Survey of 3D displays– Surround screen displays - CAVE– Input devices - Data glove– Data walls– Workbenches– Hemispherical display– Head-mounted displays– Arm-mounted displays– Virtual retinal display– Autostereoscopic displays

Immersive and 3D Interfaces

• Degree of immersion– conventional desktop screen

• Some 3D displays:– Data walls– Workbenches– Hemispherical display– Head-mounted displays– Arm-mounted displays– Surround screen displays - CAVE– Virtual retinal display– Autostereoscopic displays

• But first, … about stereoscopic display– A “compelling” 3D depth cue

• Is that part of human computer interaction– Yes

3D Interfaces, Stereopsis“Discovery” of Stereopsis, 1838

• Charles Wheatstone– Prolific scientist, Wheatstone bridge

• “… the mind perceives an object of three-dimensions by means of the two dissimilar pictures projected by it on the two retinae…”, 1838

• Contributions to the Physiology of Vision.—Part the First. On some remarkable, and hitherto unobserved, Phenomena of Binocular Vision.

• "Philosophical Transactions" of the Royal Society of London, Vol. 128, pp. 371 – 394, 1838.

• http://www.stereoscopy.com/library/wheatstone-paper1838.html

What the left and right eye see (retinal image)

Getting Different Images to Each Eye Wheatstone’s Stereoscope

• “The stereoscope is represented by figs. 8. and 9; the former being a front view, and the latter a plan of the instrument. A A' are two plane mirrors, about four inches square, inserted in frames, …”

• Below, modern mirror stereoscope using computer monitors

Getting Different Images to Each Eyethese days

• Commodity televisions– 120 hz display rate– Alternately, left then right

eye image– Active lcd glasses,

alternately block left eye, then right eye image

• lcd lens is alternately transparent, then opague

• 60 hz left eye, • 60 hz right eye

• Theaters– Polarized glasses

Getting Different Images to Each Eye Sutherland’s 1960’s equipment

• “Ultimate display”, 1965

• Sword of Damocles – 1st HMD– Actual camera-like shutters– Actual camera-like metal shutters

Visual Displays for VEs(Bowman)

• Types:– Standard monitor (mono/stereo)– Head-mounted/head-referenced– Projected (usually stereo)

• single-screen• multiple, surrounding screens

– Retinal display– Volumetric displays

• Characteristics of visual displays– Field of regard (FOR), field of view (FOV)– Brightness, contrast ratio– Resolution (two definitions)– Screen geometry– Light transfer– Refresh rate– Ergonomics

Remote (or tele-) Operation

• Combines:– direct manipulation in personal

computers– process control in complex

environments

• Physical operation is remote– Submarines, rovers, operating

rooms

• Complicating factors in architecture of remote environments:

– Time delays • transmission delays

• operation delays – Incomplete feedback – Feedback from multiple sources – Unanticipated interferences

Virtual and Augmented Reality

• Augmented reality shows real world with an overlay of additional overlay

• Knowlton (1975)

• Partially-silvered mirror over keyboard

• Programmable labels

• Tactile feedback

Augmented Reality, 1

• Enables users to see real world with an overlay of additional interaction– Situational awareness

• Typically, add text+images to real world

• See through glasses

• Very sensitive to head tracking, when used

Augmented Reality, 2

• Enables users to see real world with an overlay of additional interaction– Situational awareness

• See through glasses

• Typically, add text+images to real world

• Very sensitive to head tracking, when used

Augmented Reality, 3

• Heads up displays• Wearable displays - military applications

Augmented Reality, 4

• Heads up displays• Wearable displays - general use - Microvision

Surround-screen displays

• Pro• less obtrusive headgear• multi-user?• better stereo• Con• occlusion problem• missing sides

Immersive 3D DisplaysSurround Screen Systems

• Essentially same multi-surface display and interaction paradigm used today as 1992

• Orders of magnitude less hardware and software cost

Immersive 3D Displays Surround Screen Systems

• Essentially same multi-surface display and interaction paradigm used today as 1992

• Orders of magnitude less hardware and software cost

Computer(s)

UserTracking

Surface &Illumination1

Surface &Illuminationn

Software - modeling, …

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Cruz-Neira et al., 1992

Surround screen displays – CAVE, 1

• A room with walls and/or floor formed by rear projection screens– Head tracking– Stereo– Light scattering

problems

• Visual immersion– Field of view is

100% possible, ~200 degrees

Surround screen displays – CAVE, 2

• Typical size: 10’ x 10’ x 10’ room

• 2 or 3 walls are rear projection screens– Floor is projected from above

• User is – tracked – He/she also wears stereo shutter goggles…– Uses “wand” to manipulate

• Projects 3D scenes for viewer’s point of view on walls

– Walls vanish, user perceives full 3D scene– So, view is only correct for that viewer

• Cost is fairly high

UTPA Immersive Systems Lab~Spring, 2014

Proj.

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3D Input Devices, 1

• 3D input is hard

• Electromagnetic trackers– 6 DOF (position and

orientation in space)– can be attached to any head,

hands, joints• must deal with noise,

calibration– Polhemus tracker

• Optical trackers– photogrammetric technique:

space-resection by collinearity– no EM interference to worry

about– self-calibration– UNC’s Highball

3D Input Devices, 2

• Gloves – “gesture recognition”– attach electromagnetic tracker to

the hand– “breaks” fiberoptics

• Pinch gloves– contact between digits is a

“pinch” gesture

• Mouselike– 6 DOF– Logicad Magellan controller

Tactile Feedback

• Another avenue

“Data Walls”

• Very widespread use– Literature of practical

use

• Can use commodity projector

– E.g., with 27 as 3x9, with 1kx1k each gives

– 9,000 x 3,000

Workbenches, 1

• “One wall of CAVE” – rear stereo projection – fishtank view

• UNC NanoManipulator– Below with force feedback to “feel” carbon nanotubes with Atomic Force Microscope

Workbenches, 2

• Immersadesk is best know

• Tabletop displays• Pros

– direct manipulation– “god’s-eye” view– change orientation

• Cons– cancellation problem– small FOR

• Virtual retinal display (VRD)– HIT lab / Microvision– image scanned– directly onto retina great potential

Hemispherical display

• As with mirror stereoscope, high resolution possible

Head Mounted Displays, 1

• HMDs– Relatively high field of view (fov)– 90o direct FOV, 140o corneal FOV

• LEEP Optics (1975)– Large Expanse, Extra Perspective (LEEP)– Eric Howlett (Pop-Optix Labs)– Originally for 3D still photo viewing– Reported great realism for still images– Lenses correct for camera distortion

• Display optics matched to camera optics• Often uncorrected distortion for CG images

• And, more current technology:

Head Mounted Displays, 2

• HMDs– Relatively high field of view (fov), ~ 140 x 60

• NASA Ames HMD (1981-1984)

• McGreevy and Humphries– First implemented immersive HMDs– LCD “Watchman” displays

• NASA Ames VIEW or VIVID (1985)

• Virtual Interface Environment Workstation– Polhemus tracker, LEEP-based HMD, 3D audio,

Crystal River’s Convolvotron, Gesture recognition w/ VPL DataGlove, BOOM-mounted CRT (Sterling Software), Remote Camera (Fake Space)

HMDs now

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Stereoscopic Viewing(Bowman)

• Stereopsis– Static, binocular cue– Each eye gets a slightly different image– Only effective within a few feet of viewer– Many implementation schemes

• Motion parallax– Dynamic, monocular cue– Near objects move faster than far objects– Generally more important than stereo!

• Oculomotor cues– Based on information from muscles in the Eye– Accommodation: lens shape (depth of focus)– (Con)vergence: gaze direction

Fyi - Stereoscopic Viewing(Bowman)

• Accommodation-convergence mismatch– Standard stereo displays confuse the brain

based on oculomotor cues– Only “true 3D” displays can provide these

LCD Shutter Glasses

• How to show different images to each eye

• Different images on odd and even– >120 hz monitor refresh

• LCD “Shutters” open and close for left and right eyes

– Recall, metal shutters

• From Stereographics web site:– Weight: 3.3 oz. (93 grams)– Shutters: Liquid Crystal– Field Rate: From 80 to 160 fields per second– Transmittance: 32% typical– Dynamic Range: 1500:1 typical– Battery Life: >250 hours of continuous operation– Battery Type: Two 3V lithium/manganese dioxide– Emitter

• Designed for PC/Unix desktop workstations using 3 pin mini-DIN connectors.

• Emitter for workstations allowing control over the IR spread (for multi-user environments).

• Connectors: 3-pin mini-DIN Right!

“Fish Tank VR” / Immersion

• Stereoscopic viewing– Depth of image appears to

be from about 12” behind and 6” in front of display

– Hence, a fish tank

• Often with “head coupled display”– Position of head is tracked– Image changed to appear

as if “looking around”

“Arm Coupled” Display with Boom

• Variation

Virtual Retinal Display

• Eric Seibel, U. Washington Human Interface Technology Lab– http://www.hitl.washington.edu/research/vrd/– www.mvis.com (commercial version)

• Simple enough: shine a laser in your eye and modulate it real fast

• Potential for wearable very high resolution virtual or augmented reality

Virtual Retinal Display

• “Paint” all of retina for immersive display, or part for augmented

• Monochrome 1000x1000– Color 3 lights

End?

Evaluation(Bowman)

• Case studies - Silva• Evaluate a new bodybased

interaction technique for the desktop game World of Warcraft

• Interviews• Think aloud• Critical incidents• Suggestions for improvement• Silva, M. and Bowman, D.

Body-based interaction for desktop games. Submitted to CHI 2009 Workin-Progress.

Which Visual Display to Use?(Bowman, 2004)

• Consider lists of pros and cons

• Consider depth cues supported

• Consider level of visual immersion

• Hhard question to answer empirically

• Instead of comparing actual displays, compare levels of immersion

Visual Display Types Comparison(Bowman, 2004)

Visual Display Types Comparison(Bowman, 2004)

End

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