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Interaction with Virtual Environments
Emanuele Ruffaldi
Scuola Superiore Sant’Anna, Pisa
February 20th , 2012
© 2012 Scuola Superiore Sant’Anna
Course Details
• Instructor: Emanuele Ruffaldi
• Email: [email protected]
• Office Hours:
– Mondays 15:00-16:00
– Wednesdays: 15:00-16:00
• Course Website:
http://www.percro.org/corsi/iVE12/
© 2012 Scuola Superiore Sant’Anna
Course Objectives and Requisites
• Objectives
– Explore human-machine interaction with
applications in VE
– Efficient use of interaction devices
– Practical Use
• Prerequisites
– Networked Virtual Environments
• A plus for special effects
– Some programming skills
© 2012 Scuola Superiore Sant’Anna
Course Topics
1. Fundamentals of Interaction – Basics of VE and Interaction
– Capture Techniques (sensing devices from wearable to Kinect)
– Interaction Metaphors (what can be do in interaction)
2. Physics Based Interaction – Physics Simulation (rigid body mostly)
– Elements of Haptics (basics of devices and haptic rendering)
– Manipulation of Objects
3. Multi-user Interaction – Navigation
– Locomotion
– Virtual Humans
– Architectures for Multi-user (complements NVE)
© 2012 Scuola Superiore Sant’Anna
Materials and Tools
• Materials
– Material provided along the course
– No specific book
– http://www.percro.org/corsi/iVE12/
• Tools
– Most action will be performed using XVR
already covered by NVE
© 2012 Scuola Superiore Sant’Anna
What are Virtual Environments?
• A synthetic environment that is elicited by
means of technology
• A VE is a medium
• A VE can be generated by low
technology, even a book
[Ellis 1994]
© 2012 Scuola Superiore Sant’Anna
VE and Virtual Reality?
• Virtual Reality refers to a framework of
technology able to fully immerse the user
mainly in the visual and audio domains
[For the History of VR see NVE Course]
© 2012 Scuola Superiore Sant’Anna
Virtuality Contiuum
[Milgram 1994]
Reality Augmented
Reality
Augmented
Virtuality
Virtual
Reality
© 2012 Scuola Superiore Sant’Anna
Virtuality Continuum and Mobiles
http://research.nokia.com/files/NTI_MAR
A_-_June_2009.pdf
[Milgram 1994]
© 2012 Scuola Superiore Sant’Anna
VE Interaction
Real
World
Human Operator
Sensors
Effectors
Real
Entities
© 2012 Scuola Superiore Sant’Anna
Real
World
VE Interaction – Full Immersion
Virtual
Environment Human Operator
Sensors
Effectors
Effector
Sensor
© 2012 Scuola Superiore Sant’Anna
Real
World
VE Interaction – Mixing Real with Virtual
Virtual
Environment Human Operator
Sensors
Effectors
Effector
Sensor
Real
Entities
© 2012 Scuola Superiore Sant’Anna
Real
World
VE Interaction – Mixing Real with Virtual
Virtual
Environment Human Operator
Sensors
Effectors
Effector
Sensor
Real
Entities
© 2012 Scuola Superiore Sant’Anna
Pillars of Virtual Environments
Presence
Place Illusion
Plausibility
Presence is the
mental feeling of
being in an
environment
Immersion as the
perceptual feeling
of the virtual
environment
Place illusion as the
sensation of being
there
Plausibility as the
understanding that
whas is perceived is
Happening realli
Interaction as the
ability of controlling
the environment
© 2012 Scuola Superiore Sant’Anna
Characteristics of Interaction
• Sensorial Modality and Extension
• Physicality of the Interaction
– Typically Device Mediation
– More recently Natural Interaction
• Directness of the Interaction
– Direct: we act directly on the entities of the
VE
– Mediated: we act indirectly by means of a
virtual human (avatar) or by means of an
object (proxy)
© 2012 Scuola Superiore Sant’Anna
From Interface to Natural Interaction
• Less control on the environment
• Reduced precision
• …
[VPL Data Suit]
© 2012 Scuola Superiore Sant’Anna
Direct vs Mediated Interaction
It is not just a matter of point of
view, in most of the cases the
mediated interaction induces
chenges in the way the VE is
perceived
© 2012 Scuola Superiore Sant’Anna
Interaction Continuum
No-interaction Device Based Natural Interaction
Desktop Devices Wired Wireless Environmental
Mouse
Joystick
Desktop
Haptics Wearable
Haptics
BCI
Gesture
Recognition
Speech
Recognition Motion
Capture Touch
Screens
Moda
lity
© 2012 Scuola Superiore Sant’Anna
Physically Mediated Interaction
Classic Robot
Teleoperated System
Networked Teleoperation
Haptics in Virtual Environment
Haptic Collaborative
Virtual Environment
Augmented Reality with Haptics
© 2012 Scuola Superiore Sant’Anna
Elements of Interaction
• World Knowledge
• Interface Intelligence
World
Unmodeled Where/What Where+What
Completely
Modeled
Pure
Sensing On board
Processing
World
Model
User
Model
© 2012 Scuola Superiore Sant’Anna
Uses of Interaction in Virtual Environments
• Navigation
– How to move in the VE
• Selection
– How to select object
• Manipulation
– How to modify
© 2012 Scuola Superiore Sant’Anna
Interaction Device Characteristics
• Transmission Delay
• Bandwidth
• Resolution
• Dynamic Range
• Signal/Noise
• Some characteristics are technology
limited, others are perception limited
© 2012 Scuola Superiore Sant’Anna
Tracking Entities
• Organization by Technology
– Mechanical
– Acoustic
– Optical
– Magnetic
– Inertial
– Hybrid
© 2012 Scuola Superiore Sant’Anna
Acoustic Tracking
• Use time of flight between emitter and multiple receiver
• Triangulation allows to extract position and orientation
• Used also for measuring relative motion of limbs
• They are affected by shadowing, temperature and noise. The most negative feature is latency
– But the absolute position can be integrated with faster inertial trackers
© 2012 Scuola Superiore Sant’Anna
Magnetic Tracking
• Based on electric current induces by moving magnetic fields
• Triangulation of relative position
• Good accuracy and speed
• Low on sensitivity to metallic materials. Limited
• Most know is the Polhemus
© 2012 Scuola Superiore Sant’Anna
Inertial Tracking
• Small electronics measuring acceleration
and rotations
– Recently pushed by the integration in Mobile
Phones
• Affected by Drift and usually integrated
with absolute measures
© 2012 Scuola Superiore Sant’Anna
Optical Tracking • Two major families:
– Marker Based
– Markerless
• Camera requirements: – Single camera
– Stereo and Multiple View Camera
– Depth camera
© 2012 Scuola Superiore Sant’Anna
Acquiring the World
I/O Brush, Ishi, MIT WHaT, Pai, British Columbia
© 2012 Scuola Superiore Sant’Anna
Integration Issues
• Different modalities can be integrated in a
single multimodal experiences
1) Issues of synchronization
2) Advantage of modality dominance
© 2012 Scuola Superiore Sant’Anna
Brain Computer Interfaces
• Adoption of brain measurements for
controlling a VE or a robotic system
© 2012 Scuola Superiore Sant’Anna
Evoked Potentials vs Motor Imagery
• Evoked Potentials: One of the most applied approaches is the one of Evoked Potentials in which the choice of the user is identified in a set of options by fast flashing all the available options. E.g. P300 or SSVEP
• Motor imagery: use the EEG signals for detecting changes in the electric patterns
• Trends: reduced setup time and complexit of the capturing, improved modeling of the acquired data
[Guger 2010]
© 2012 Scuola Superiore Sant’Anna
Physiological Interfaces
• Advanced body sensing with the support
of Machine Learning. Skinput
[Harrison2010]
CLIP
© 2012 Scuola Superiore Sant’Anna
Tangible Interfaces
• Exploit the possibility of using small physical objects, in most of the cases purposely designed. E.g. also RFID. Everything becomes an interface
• This requires a better model for describing interaction in digital-real world
© 2012 Scuola Superiore Sant’Anna
MVC vs MCRpd Models
[Ullmer 2001]
Model View Controller of GUI MCRpd model of TUI
© 2012 Scuola Superiore Sant’Anna
Challenges of Interaction
• Hardware Challenges – Portability and Natureleness
• Software Challenges – Interfacing the Interface
– Hardware Abstraction
– Application adaptation
• Modality Challenges – Metaphor Selection
– Usability
– Learning Curve
– World Modeling
– Evaluation of Interaction
© 2012 Scuola Superiore Sant’Anna
References
• Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329. The Institute of Electronics, Information and Communication Engineers
• Ellis, S. R. (1994). What are virtual environments? Computer Graphics and Applications, IEEE, 14(1), 17-22. IEEE
• Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philos Trans R Soc Lond (B).
• Carrozzino, M., & Bergamasco, M. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11(4), 452-458. Elsevier.
• Guger, C., & others. (2011). State of the Art in BCI Research: BCI Award 2010. Recent Advances in Brain-Computer Interface Systems. Retrieved from http://www.intechopen.com/articles/show/title/state-of-the-art-in-bci-research-bci-award-2010
• Cosco, F. I., Garre, C., Bruno, F., Muzzupappa, M., & Otaduy, M. A. (2009). Augmented touch without visual obtrusion. Mixed and Augmented Reality, 2009. ISMAR 2009. 8th IEEE International Symposium on (pp. 99-102).
• Ruffaldi, E., Tripicchio, P., Avizzano, C. A., & Bergamasco, M. (2011). Haptic Rendering of Juggling with Encountered Type Interfaces. PRESENCE: Teleoperators and Virtual Environments, 20(5), 480-501. MIT Press.
• Cohn, G., Morris, D., Patel, S. N., & Tan, D. S. (2011). Your noise is my command: sensing gestures using the body as an antenna. Proceedings of the 2011 annual conference on Human factors in computing systems (pp. 791-800).
• Harrison, C., Tan, D., & Morris, D. (2010). Skinput: appropriating the body as an input surface. Proceedings of the 28th international conference on Human factors in computing systems (pp. 453-462).
• Ullmer, B., & Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM systems journal, 39(3.4), 915-931. IBM.
• Vlasic, D., Adelsberger, R., Vannucci, G., Barnwell, J., Gross, M., Matusik, W., & Popović, J. (2007). Practical motion capture in everyday surroundings. ACM Transactions on Graphics (TOG), 26(3), 35. ACM.
• Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., & Sasse, M. A. (2003). The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment. Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 529-536).