Interaction and input devices - Heriotruth/year4VEs/Slides13/L7.pdf · Contents Interaction...

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Interaction and input devices Ruth Aylett

Transcript of Interaction and input devices - Heriotruth/year4VEs/Slides13/L7.pdf · Contents Interaction...

Interaction and input devices

Ruth Aylett

Contents

  Interaction   Tracking

–  What is available   Devices

–  Gloves, 6 DOF mouse, WiiMote, Kinect

Why is it important?

  Interaction is basic to VEs –  We defined them as ‘interactive in real-time’

  No interaction => NOT a VE   Ideal interaction:

–  Very low latency - i.e fast –  Multi-modal –  Unencumbered –  Intuitive

  Technology falls well short of this of course

Interaction types

  Navigation –  Staying on the ground? –  Walking v flying

•  Depends on size of model wrt display system •  Degree of immersion

  Interaction with objects: selection, manipulation –  Depends on the object and interaction –  Select, lift, rotate, throw, steer, hit

  Interaction with other users –  Gesture

Navigation

  Move between locations: simplest form of interaction – Explore the environment; look at it

  Ambiguous term: – Path integration/dead reckoning – Wayfinding – Locomotion

Path integration/dead reckoning

  From known coordinates: – How far have I come?

• Distance/rotation

– So where am I now? – Continuous update cycle

• Compare with desired end coordinates

Wayfinding

  What route from here to there? –  Requires spatial knowledge/understanding

•  Of landmarks, routes

  A natural approach? –  Line-of-sight; Virtual signage; virtual map

•  If used for training for example

–  Sound? Floating arrow? Head-up display? Follow a ‘guide’?

–  Naturalism works better for direction than distance

Process

  Orientation –  Where am I wrt to nearby objects and the target

location?

  Route Decision –  Choose route that does go to destination.

  Route Monitoring –  Check on the correct route and going in the right

direction.   Destination Recognition

–  Are we there? Or at least close?

Locomotion

  Teleportation   Scene In Hand   Eye In Hand   Flying Vehicle   Manipulation methods as locomotion   Leaning (relative vs absolute)   Speech driven   Device Specific (driving)

Movement

  Physical locomotion –  User physically moves within tracker coverage

area –  Frame of reference for interaction is own body –  Real-world orientation cues

  Virtual locomotion –  Virtual world moves/rotates around user –  Frame of reference is display device/physical

frame –  Can cause disorientation quicker then physical

motion

Locomotion styles   Unconstrained

–  Tracker orientation determines direction of travel •  Users may roll or go up/down as they move forward-left-right-

back •  May disorient new users; difficult to control

–  Users travel through objects;no collision detection •  High-speed navigation,needs high frame rate

  Constrained –  Restricts locomotion to plane/direction (no roll is common)

•  Sets some speed/acceleration limits (may take frame rate into account)

–  Collision detection •  adds computational load to application •  Better orientation cues •  Enhances solidity & realism of environment

Selection

  Direct manipulation –  Intuitive; can be tiring; or infeasible

  Ray-casting –  Laser pointer; less tiring –  May be imprecise: small objects, distances, tracker

noise –  Manipulation?

  Cone-casting (spotlight) –  Easier than ray-casting –  May select multiple objects –  Also manipulation issue

Tracking the human body

  Large displays require position and orientation of viewer’s body to be tracked –  tracking information fed to runtime system as input signal.

  Most commonly tracked is head but sometimes also hands, arms, legs, eyes etc. –  Head tracking used to update virtual

viewpoint orientations.

  Body tracking needed for lifelike interaction with objects and creatures. –  say user wishes to wave at another person

in the VE: their real-world motions can be tracked and replicated in the VE.

Virtual Tennis

Movie Virtual Tennis

Tracking the human head

  An essential basic requirement in immersive VR systems.

  Imagine axes mounted on top of your head –  pans, tilts and yaws of head

measured around those axes.

  HMDs rotation sensors to measure these three angles.

  Angles passed to run-time VR software which updates viewing angles.

HMD

Tracking devices

  Many tracking devices and systems developed over the years –  some aimed specifically at VR systems –  others borrowed from other areas.

  Some systems are portable and cheap - some require permanent installations in large rooms and are very expensive indeed. –  Trackers can be magnetic, electro-magnetic, acoustic, inertial,

optical, or mechanical.

Mechanical trackers

  Mechanical linkage system –  arm-like structure of several joint, one end fixed, the

other free to move with the user.

  Measure position and angular orientation of free end –  by measuring angles at each joint and

factoring in length of each segment.

  Fake Space BOOM (right)

Mechanical Tracking Advantages   Simple sensors, no need for transmitter/receiver   low-cost device   very low latency   High positional accuracy Disadvantages   The user is tethered   Lots of inertia   Typically small working volume   Mechanical parts wear out

Exoskeletons   For bodies or parts of bodies

–  Derived from assistive technology •  Working backwards

Electro-magnetic trackers

  transmitter generates electromagnetic signals

  received by a receiver (or sensor).   Signal strength used to determine

absolute position and orientation of receiver relative to transmitter.

Example: Polhemus FASTRAK

  FASTRAK electro-magnetic sensor from Polhemus –  accurately computes the position and orientation of tiny receiver

as it moves through space.

  Dynamic, real time six degree-of-freedom measurement of position (X, Y, and Z) and orientation (yaw, pitch, and roll) –  RS-232 signal updated at 120 records/sec.

  Transmitter constantly puts out a weak magnetic field. –  passive receiver generates an electric signal as it is moved

through the field.

–  Polhemus' processing electronics then amplify and analyse this signal to determine the real-world position and orientation of the receiver relative to the transmitter.

Polhemus FASTRAK system

  Polhemous trackers well proven and widely used since the very early 1990’s.

  The FASTRAK system shown here has one receiver and one transmitter.

  System expanded by adding up to three more receivers –  can attach receivers to

different parts of body –  log data for gait and limb

analysis or computer animation.

Electromagnetic Tracking Polhemus

Electromagnetic Tracking Advantages   Small receivers   Reasonably cheap   Line-of-sight (LOS) not required Disadvantages   Accuracy diminishes with distance   Not very large working volume   High latency due to filtering   Transmitter/receiver required

Electro-magnetic interference

  Major problem of electro-magnetic trackers –  magnetic fields easily affected by the surrounding environment.

  Large metal objects produce eddy currents in the presence of the magnetic fields –  These can interfere and distort the original signal causing

inaccurate measurements. –  same effect appears near electric currents, such as in cabling –  also ferromagnetic materials –  Also electromagnetic sources such as computer monitors.

  Ferromagnetic and/or metal surfaces cause field distortion

Ultrasonic trackers

  Two main components –  transmitter generating an ultrasound signal –  receiver detecting the signal.

  Distance is calculated by measuring time-of-flight of ultrasonic pulse. –  Three transmitters and receivers

needed to calculate full 3D position and orientation.

  Ultrasonic tracking used by Logitech Head Tracker (shown) and 3D mouse.

Acoustic Tracking

Advantages   Well known transducers (mics), lightweight   Low cost device Disadvantages   Line-of-sigh (LOS) required   Echoes   Low accuracy (speed of sound in air varies)   Transmitter/receiver required

Inertial tracking systems

  Very popular (because cheap) –  based on inertial gyro technology –  Detects acceleration and thus can calculate velocity (since mass in

known) giving 3DoF –  Newish example is the Intersense IS-300.

  Can be coupled with ‘add-on’ ultrasonic system to give 6 DoF sensing –  example of a hybrid technology tracker.

  IS-300 can operate in metallic environments, –  6 DoF tracker operates only

in LoS of transmitter.

  Other examples: Intersense Intertrax2 and the Ascension 3D-Bird.

Inertial Tracking Advantages   Cheap   Small size   No transmitter/receiver required   LOS not required Disadvantages   Only 3 DOF on their own   Drift   Not accurate for slow movements

Optical tracking methods

  Many different forms –  Often use image processing and pattern recognition and matching –  Much work outside of VR: numerous ideas suitable for tracking

object position and pose

  For example fiducial mark detection –  light sources or reflective

colour markers attached to object at important locations such as joints or extremities.

  Easier for image processing algorithm to track in cluttered conditions.

How it is done

Optical tracking methods

  Outside-in tracker –  tracking apparatus is fixed –  object to be tracked (e.g. the user) is viewed from the "outside".

  Inside-out systems –  take tracking measurements from the object to be tracked –  for instance a camera can be mounted on the HMD –  images analysed to produce pose and distance estimations based on

the position of fixed patterns within the environment.

  Visible images or infra-red used.   Many optical systems (but not all!) are one-offs, expensive

and require careful calibration procedures.

Motion Capture (Mo-cap)

  Originally developed for gait analysis – Artificial limbs

  Taken up by film/animation industry – Artificial actors (Titanic, LoR, etc..)

  Can also be used in real-time

Infra-red cameras

Placement of markers

  Depends on application –  Body/face? –  Occlusion issues?

  Attaching markers –  Body suit

•  CMU database example

–  Sweat bands etc

  Also in processing software

Occlusion problems

  Need a skeleton to find a lost marker that reappears –  Included with camera sw

packages –  But not always in data-

streaming mode

Optical Tracking

Advantages   Can work over a large area.   Inherently wireless Disadvantages   LOS needed   Transmitter/receiver required   Expensive   Requires computer vision technology

Speckled computing

  Specks: small computing devices –  Eventual aim: like

dust motes –  Present size: a few

cm

  Supports inside-out tracking –  University of

Edinburgh

Unencumbered tracking

  Depends on identifying head/hand on video – Early approach using blobs

Natural Interaction

  Set of devices using sensing for unencumbered tracking and interaction – Kinect is the best known; now multiplying

  Open NI consortium – Formed Nov 2010: includes Primesense

originators of Kinect

Open NI

  See www.openni.org

Offers some device-independence

Kinect

  Developed for xbox –  Sold 8 million units in 60 days from Nov 2010 launch –  Almost at once used for lots of other things –  E.g http://kinecthacks.net/

  Spec: •  Colour and depth-sensing lenses •  Voice microphone array •  Tilt motor for sensor adjustment

–  Field of View •  Horiz: 57 degrees Vert: 43 degrees •  Tilt range: ± 27 degrees •  Depth sensor range: 1.2m - 3.5m

What is in it

  Projects an IR grid – Affected by other IR sources (e.g. sunlight)

  Built-in facial and voice recognition – simultaneously tracking of up to six people, –  two active players with RT feature

extraction of 20 joints per player

Interfacing with Kinect

  Originally unofficial use: Open NI – http://www.openni.org/

  Driver Interface: – Two buffers

•  rgb-data • depth-map (10bit

resolution)

  After June 2011 official Windows 7 SDK

Kinect examples

  Basic functions of Kinect

  With OpenNI on Linux

  Gesture recognition using FUBI • https://www.informatik.uni-augsburg.de/en/

chairs/hcm/projects/fubi/

  Childs paint application

Interaction devices

Ruth Aylett

Eye trackers

  Eye tracking systems are examples of optical tracking devices. –  viewpoint in the virtual world follows

the gaze of user’s eye.

  Originally developed as a mouse replacement –  simply look at object –  interact through eye movement

(such as a slow blink).

  Support physically impaired users.   Combined eye and head tracking systems

•  also exist - use in practice is complicated.

Cybergloves and similar

  Inherent in the folklore and hype of VR is the cyberglove - a wearable device that monitors the the position and orientation of hand and fingers.

  The name CYBERGLOVE® is registered by Virtual Technologies Inc (VTi). –  uses 18 or 22 patented

angular sensors for tracking the position of fingers and hand.

Gloves Virtual Technologies

CyberGlove   - 18-sensor model   - 22-sensor model Variants are:   - CyberTouch   - CyberGrasp

Gloves Fifth Dimensions Technologies - Data Glove

Data Glove   finger flexure   hand orientation -roll & pitch

Gloves

Fakespace - Pinch Glove Pinch Glove   gesture recognition   reliable   low cost   electrical sensors in

each fingertip   contact among any 2 or more

digits

Mouse as input device in VR

  Normal 2D mouse can be used (as in Octaga for example). –  Need user selectable modes to switch between

DoF’s.

  More sophisticated mice provide 3 or more DoF: these include the Spaceball (shown here) and Spacemouse.

  Standard games joysticks or gamepads also used to give 2 or more DoF’s.

6 DOF “Mice”

  3 translation DOF   3 rotation DOF

6 DOF “Mice” Spaceball

by Labtec

Spacemouse by DLR (Logitech - USA)

The WiiMote

  3 accelerometers –  Enough for 6 DOF –  But will drift –  Bluetooth connection

to 10m

  Optical (IR) sensor –  To 5m from sensor

bar –  Triangulation from

ends of bar –  Allows accurate

pointing   Speaker

WiiMote interaction

  Head-tracking –  WiiMote stationary, head-mounted IR source

  Finger-tracking - touch-free interaction –  IR tape on finger + fixed IR source

  Gesture recognition –  Using accelerometers –  Feature classification –  Fast movements work better; beware variable arm

orientation

Software

  Free libraries –  WiiGLE

•  http://mm-werkstatt.informatik.uni-augsburg.de/documents/WiiGLE/doku.php

•  Provides a set of classifiers

–  WiiGee •  http://www.wiigee.org/index.html •  Java-based, one classifier

  Issues with Bluetooth stacks –  Flakey implementations, especially Vista –  BlueSoleil seems a good driver

•  http://www.bluesoleil.com/