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3D user interface technique

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User interface(UIs) are becoming more diverse include spatial devices. ... Idiom for control and selection;widget for direct manipulation ... – PowerPoint PPT presentation

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Title: 3D user interface technique


1
3D user interface technique
  • presented by
  • Tan Liang

2
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
    cant 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.

3
Functional components
  • Control
  • Feedback
  • Visualization
  • Navigation
  • Manipulation
  • Access

4
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

5
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 devicepinch gloves
  • Continuous input devicespositioning/orientation
    tracks and datagloves
  • Hybrid input device
  • Speech input

6
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.

7
Control basics
  • Control primitivesThe 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 gesturesA 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.

8
Control primitives
  • Absolute originThe 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 originThe 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

9
Mouse gestures
  • ClicksOccurs a single position
  • PlanarInterprets 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.
  • LinearDetects the length and direction of a
    straight-line drag.Called a flick if time is a
    factor.
  • CircularDetects the angular position and radial
    distance of a control drag.

10
Coordinate mapping
  • Coordinate mapping is a form of control
    interpretation that answers two questions at the
    heart of 3D object controlWhich 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
    objects 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.

11
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.

12
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

13
Feedback roles
  • Feedback can be divided into two broad
    categoriesinformation 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.

14
Information feedback
  • Information feedbackPassive in natureIndirectly
    assists in using the application and data
  • User instructioninstructions on how to use the
    application and controlsExampleUser
    manuals,help systems,tutorials,wizards
  • Data descriptionInformation about data objects
    ExampleProduct information,part number,size,cost
  • Object relationsRelationship of objects and
    surroundingsExampleRulers,dimensioning,bounding
    boxes,connection points,alignment marks

15
Control feedback
  • Control feedbackActive in natureDirectly aids
    in controlling the application and data
  • Control widgetsVisible manifestations of
    controls Example Color schemes,menus,buttons,kno
    bs,and drag handles
  • Action hintsHints about how to use a control and
    what they do ExampleTooltips,arrows,symbology,
    and animation
  • Interaction stateStatus and usability of an
    object or control ExampleMouse-over,selection
    highlighting, disabled lowlighting, and sound
    effects

16
Basic elements
  • Identifiers
  • Identify and decorate controlsproxies for data
    objects
  • Labels and iconsstatic appearanceintegral part
    of the control or proxy
  • Callouts
  • Like a label or icon but detached from its
    hostcan decorate data objects
  • Dynamic placementcan live in display space
  • Tooltips
  • Like a callout
  • Dynamic visibilitycontrolled manually or by
    interaction state
  • Indicators
  • Like a calloutshaped graphics for action hints
    and drag handles
  • Dynamic appearancecontrolled by interaction state

17
Basic elements
  • Handles
  • Idiom for control and selectionwidget for direct
    manipulation
  • Dynamic appearancecontrolled by interaction
    state
  • Cursor
  • Small indicatortracks the mouse position on the
    display screen
  • Dynamic shape,automatic placement,useful in many
    feedback roles,overused
  • Audio
  • Does not compete with visual feedbackamenable 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

18
Visualization
  • Visualization is the process by which an
    application presents its data to the user.
  • Data visualization
  • Display space techniques

19
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.

20
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.

21
  • 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.

22
Navigation
  • Navigation enables the user to move about the
    applications 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 componenttravel
  • the cognitive componentwayfinding.

23
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 movementusing the motion of users body
    to travel through the environment
  • Manual viewpoint manipulationthe users hand
    motions are used to effect travel.efficient and
    easy to learn,cause fatigue
  • Steeringcontinuous specification of the
    direction of motion.general and efficient
  • Target-based travelthe user specifies the
    destination,and the system handles the actual
    movement.simple from the users point of view
  • Route planning the user specifies the path that
    should be taken through the environment,and
    system handle the actual movement

24
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.

25
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

26
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
    speechfirst 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.

27
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.
  • ProsManipulation 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.
  • ConsCan 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.

28
Second person
  • With the second person the user is allowed to
    drag and manipulation objects directly in the
    scene.
  • ProsDirect 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.
  • ConsDifficult to directly manipulation objects
    in 3D using a 2D mouse and display.

29
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.
  • ProsControls are obvious-sliders,knobs, and
    buttons-and are always available. Familiar form
    of control-HUD or dashboard control panel.
  • ConsDifficult to convey to the user what target
    object a control manipulates and how.

30
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.

31
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
    applications data.

32
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.

33
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 sets geometry.
  • Physical and logical grouping can also be
    combined.

34
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.
  • NestingMaking a group out of other groups, or a
    mix of objects and groups.

35
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
    groupinganother possibility is to undo all
    levels of grouping.

36
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.

37
Data presentation
  • Data visualization applies to both in-scene and
    out-of-scene data.
  • In-scene presentation takes advantage of 3Ds
    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.

38
Mission
  • Accomplished
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