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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
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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 Surround screen projection Tiled display wall Spherical projection Head mounted display
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 Surface & Illumination1 Surface & Illuminationn User Tracking Software - modeling, … Computer(s) . . . 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 27’ 13’ Front Projection Screen Computers Proj. TV CAVE 21’ storage Development Physiological Measurement Equipment Proj. Proj. ~8’ Proj. 6’ Security area
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)
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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