Title: Chapter 6
1Chapter 6 Direct Manipulation and Virtual
Environments
26.1 Introduction
- Good interfaces produce positive feelings
- Desirable
- Visibility of objects
- Visibility of actions
- Rapid, reversible, incremental actions
- Direct manipulation of objects of interest
36.2 Examples of Direct Manipulation Interfaces
- Windows environment (Xerox, Apple, Microsoft)
- Air Traffic Control
- Automobile?
- WYSIWYG Word Processors
- Mapping and GIS
- Modern computer games
- CAD
- Programming of industrial robots by moving robot
by hand (actions recorded) -
45.3 Explaining Direct Manipulation
- Beneficial attributes
- Novices learn quickly
- Experts work rapidly
- Intermittent users can retain concepts
- Error messages are rarely needed
- Users see if their actions are furthering their
goals - Users experience less anxiety
- Users gain confidence and mastery - encourages
exploration
5Explaining Direct Manipulation
- Problems with direct manipulation
- Spatial or visual representations can be too
spread out - Users must learn the graphical representations
- The visual representation may be misleading
- Typing commands with the keyboard may actually be
faster - Choosing the right objects, actions, metaphors is
not easy - May need greater system resources
- History and other tracing may be difficult to
maintain - Visual impaired users may have difficulty
6Explaining Direct Manipulation
- Relationship to Object-Action Interface Model
- Objects of interest are displayed
- Interface actions are close to high level task
domain
7Icons
- An icon is an image, picture, or symbol
representing a concept - Icon-specific guidelines
- Represent the object or action in a familiar
manner - Limit the number of different icons
- Make icons stand out from the background
- Consider three-dimensional icons
- Ensure a selected icon is visible from unselected
icons - Ensure harmony and distinctiveness
- Design the movement animation
- Add detailed information
- Explore combinations of icons to create new
objects or actions
8Icons
- Five levels of icon design
- Lexical qualities
- Syntactics
- Semantics
- Pragmatics
- Dynamics
- Design starting with quick sketches
- Evaluate designs via testing with users
9Direct Manipulation Programming
- Robots Programmed by workers leading them through
task once (e.g. painting motion) - Excel macros programmed via doing the tasks by
hand - MS Access Query by Example
10Programming in the User Interface
- Five challenges of programming in the user
interface - Sufficient computational generality
- Access to the appropriate data structures and
operators - Ease in programming and editing programs
- Simplicity in invocation and assignment of
arguments - Low risk
- Possible alternative to Agents
116.6 Home Automation
- Remote control of devices is being extended to
- Channel audio and video
- lawn watering
- video surveillance and burglar alarms
- Multiple-zone environmental controls
- Maintenance records
- Providing direct-manipulation with rich feedback
is vital in these applications - Many direct-manipulation actions take place on a
display of the floor plan - ON and OFF can have many representations and
present problems with choosing the appropriate
one - Controlling complex home equipment by direct
manipulation reshapes how we think of homes and
residents
126.7 Remote Direct Manipulation
- Examples
- Telemedicine
- Robotic Space exploration
- Home automation
- Complicating factors in the architecture of
remote environments - Time delays
- Incomplete feedback
- Feedback from multiple sources
- Unanticipated interferences
136.8 Virtual Environments
- Virtual reality
- Augmented reality
- Situational awareness
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16Virtual Reality
- Examples
- Architecture actually walk into building and
look around (instead of more traditional direct
manipulation looking at it from various
directions and perspectives) - Possible - medicine
- On the boundary real flight simulator
17Example Firefighter Training
- This system will simulate the progress of a fire
in a single family dwelling - will respond to actions made by the user to
rescue occupants and put the fire out. - The user of the VE will be a Fire Company Officer
being trained or evaluated for his/her skills at
commanding a fire crew. - In the VE, the user will speak commands that are
translated by an operator into a predetermined
animation sequence in the virtual environment. - As the fire company officer issues commands, the
virtual fire crew will go through animations
reflecting these commands, - fire burns in response to virtual crew actions.
18Example Meditation Chamber
- The goal of this research is design and build an
immersive virtual environment that uses visual,
audio, and tactile cues to create, guide, and
maintain a patient's guided relaxation and
meditation experience. - The use of meditation and guided imagery is well
established as helpful in the treatment and
prevention of a number of diseases - The possibility of increasing the effectiveness
and repeatability of this type of therapy - This project is aimed at creating a working
prototype of this system
19Example Virtual Geographic Information System
- VGIS (Virtual Geographic Information System) is a
large, multifaceted project to allow navigation
of and interaction with very large and high
resolution, dynamically changing databases while
retaining real-time display and interaction. - The system allows users to navigate accurate
geographies with sustained frame rates of 15-20
frames per second. - The user can not only see these terrains from any
viewing angle but also buildings, roads, high
resolution imagery draped on the terrain, and
other features
20Example Virtual Reality Phobia Therapy
- Virtual Reality Exposure involves exposing the
patient to a virtual environment containing the
feared stimulus in place of taking the patient
into a real environment or having the patient
imagine the stimulus, which is what traditional
exposure therapy usually involves.
21Example Helping Burn Patients Cope with Pain
- using immersive VR for pain control (in addition
to pain medicine). - Their first virtual world used was SpiderWorld.
Spiderworld was originally designed to treat
spider phobics, but has also proved quite
distracting for burn patients. - now developing several new virtual environments
specifically designed for treating pain (e.g.,
especially attention-grabbing virtual
environments). - SnowWorld has been developed with support from
the Paul Allen Foundation for Medical Research. - Patients fly through an icy canyon with a river
and frigid waterfall. Patients shoot snowballs at
snowmen and igloos (with animated impacts). - Since patients often report re-living their
original burn experience during wound care,
SnowWorld was designed to help put out the fire.
22ExampleVirtual Gorilla Exhibit
- being developed to explore techniques for using
Virtual Reality to present information to users
experientially that would otherwise be difficult
for them to learn. - Based upon actual data from the Zoo Atlanta
gorilla exhibit, - modeling an environment where the user can
explore areas that are normally off limits to the
casual visitor.
23Maybe not quite virtual reality
- "Macys.com gets rights to 3-D model software" by
Reuters, CNET News.com, September 2, 1999 - Software developer Broderbund, sell its new
Cosmopolitan Fashion Makeover software
exclusively through Macys.com. - With the Cosmopolitan software women can create
their own three-dimensional model based on their
own body measurements and digitally try on''
brand name clothing. - Users can also link via the makeover software
directly to the Macys.com online shopping site,
where they can buy the clothing online.
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32Virtual Reality Headgear
33(1999)
34Alternative to Headgear
35Exploring using the CAVE
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38Virtual Environments
- Successful virtual environments depend on the
smooth integration of - Visual Display
- Head position sensing
- Hand-position sensing
- Force feedback
- Sound input and output
- Other sensations
- Cooperative and competitive virtual reality
39U Washington Virtual Reality Projects
31. Engineering Study of an Endoscope Design31.
Virtual Mirrors31. Starship31. Human-Computer
Symbiote31. Virtual Chess36. 4d mouse36.
collaborative mixed reality36. VR Interaction
Techniques39. Collaboration through
Wearables39. Phobia Desensitization41. VRD 41.
architecture and virtual reality 41. Multimodal
Interfaces41. situation awareness41. Medical
Robotic Interfaces46. VRD Emulator46.
laparoscopic surgical simulator48. Flicker
Sensitivity48. knowledge base project 48. /48.
self-motion perception52. Design for a Low
Vision Aid52. PRISM54. LIMIT54. Interface
Sickness54. design for a low vision aid using a
scanned laser display57. visual-inertial
nulling cross-over asymmetry57. design for a
low vision aid57. Measures for Presence60.
functional effects of refractive surgery on
driving performance
1. Virtual Retinal Display (VRD)2. Shared
Space3. Learning in Virtual Environments4. PAIN
MAN5. Virtual Motion Controller6. Interactive
VRD7. Virtual Pilot8. Greenspace9. Virtual
Chess10. Starship11. New Media11. Expert
Surgical Assistant13. Tactile Augmentation13.
Geoscientific Visualization13. Motion
Sickness16. FLIGHT17. Blocksmith18. SS Working
Group19. Parkinson's Project20. SS Working
Group21. Driving Simulator22. Two-Handed User
Interface22. Motion Sickness24. Wearable
Interfaces25. Virtual Classroom26. Situation
Awareness27. CEDeS Lab27. Endoscopic Surgery
Simulator27. Virtual Playground27. Virtual
Reality Toolkit
40Progress on Visual Display
- The Virtual Retinal Display (VRD) team has been
focused on developing improvements to the current
prototype systems and on creating the parts
needed for future prototypes. The VRD, based on
the concept of scanning an image directly on the
retina of the viewer's eye, was invented at the
HIT Lab in 1991. The development program began in
November 1993 with the goal of producing a full
color, wide field-of-view, high resolution, high
brightness, low cost virtual display. - http//www.hitl.washington.edu/research/vrd/projec
t.html
41Progress on Movement Sensing
- For some applications, a hands-free,
body-operated walking interface is ideal - the UW HIT Lab has been developing prototypes of
"sufficient-motion" interfaces, which allow the
user to interact by using a subset of the
real-world kinesthetic inputs. - Though the ranges of motion are less than full,
these inputs are sufficient to convince the user
that he or she is moving in the virtual world. - Development of these interface devices is called
the Virtual Motion Controller (VMC) Project.
42Virtual Motion Controller
- The HIT Lab's VMC working prototype measures
body position over the working surface with an
arrangement of four weight sensors - The curved working surface provides important
feedback to the user about his or her physical
location, and therefore body locomotion input to
the device.
43Progress on Cooperative Augmented Reality
- The Shared Space interface demonstrates how
augmented reality, the overlaying of virtual
objects on the real world, can radically enhance
face-to-face and remote collaboration. - For remote collaboration, system allows
life-sized live virtual video images of remote
user to be overlaid on the local real
environment, supporting spatial cues and removing
the need to be physically present at a desktop
machine to conference. - computer vision techniques are used to precisely
register virtual images with physical objects,
extending the currently popular "Tangible
Interface" metaphor. - work in the context of a collaborative card-game
application that allows face-to-face and remote
users to collaboratively interact with each other
and virtual animations. - http//www.hitl.washington.edu/research/shared_spa
ce/
44Science Fiction?
- Most of this stuff wont be in an office near you
next year - But the future comes quickly in computer science !
45End Chapter 6