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Chapter 6

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Title: Chapter 6


1
Chapter 6 Direct Manipulation and Virtual
Environments
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6.1 Introduction
  • Good interfaces produce positive feelings
  • Desirable
  • Visibility of objects
  • Visibility of actions
  • Rapid, reversible, incremental actions
  • Direct manipulation of objects of interest

3
6.2 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)

4
5.3 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

5
Explaining 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

6
Explaining Direct Manipulation
  • Relationship to Object-Action Interface Model
  • Objects of interest are displayed
  • Interface actions are close to high level task
    domain

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Icons
  • 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

8
Icons
  • Five levels of icon design
  • Lexical qualities
  • Syntactics
  • Semantics
  • Pragmatics
  • Dynamics
  • Design starting with quick sketches
  • Evaluate designs via testing with users

9
Direct 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

10
Programming 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

11
6.6 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

12
6.7 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

13
6.8 Virtual Environments
  • Virtual reality
  • Augmented reality
  • Situational awareness

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Virtual 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

17
Example 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.

18
Example 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

19
Example 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    

20
Example 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.

21
Example 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.

22
ExampleVirtual 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.

23
Maybe 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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Virtual Reality Headgear
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(1999)
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Alternative to Headgear
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Exploring using the CAVE
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Virtual 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

39
U 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
40
Progress 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

41
Progress 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.

42
Virtual 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.

43
Progress 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/

44
Science Fiction?
  • Most of this stuff wont be in an office near you
    next year
  • But the future comes quickly in computer science !

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End Chapter 6
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