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VE Input Devices
Doug BowmanVirginia Tech
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Goals and Motivation
Provide practical introduction to the inputdevices used in VEs
Examine common and state of the art inputdevices look for general trendsspark creativity
Advantages and disadvantagesDiscuss how different input devices affect
interface design
In this lecture we will discuss the various input and output devices that are used in3D user interfaces and virtual environment applications.
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Input devices
Hardware that allows the user tocommunicate with the system
Input device vs. interaction techniqueSingle device can implement many ITs
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Human-computer interface
SystemSoftware
Use
r int
erfa
ce s
oftw
are
User
Inputdevices
Outputdevices
ITs
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Human-VE interface
Tracking system
Env. modelSimulation loop:-render-check for events-respond to events-iterate simulation-get new tracker data
Display(s)
Input device(s)
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Input device characteristics
Degrees of Freedom (DOFs) & DOFcomposition (integral vs. separable)
Type of electronics: Digital vs. analogRange of reported values:
discrete/continuous/hybridData type of reported values: Boolean vs.
integer vs. floating point
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More input device characteristics
User action required: active/passive/hybridMethod of providing information: “push” vs.
“pull” Intended use: locator, valuator, choice, …Frame of reference: relative vs. absoluteProperties sensed: position, motion, force,
…
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Practical classification system
Desktop devicesTracking devices3D miceSpecial-purpose devicesDirect human input
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Desktop devices: keyboards
Chord keyboards1
Arm-mountedkeyboards2
“Soft” keyboards(logical devices)
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Desktop devices: 6-DOF devices
6 DOFs withouttracking
Often isometricExs: SpaceBall,
SpaceMouse,SpaceOrb
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Tracking devices: position trackers
Measure position and/or orientation of asensor
Degrees of freedom (DOFs)Most VEs track the head
motion parallaxnatural viewing
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Other uses for trackers
Track hands, feet, etc.“whole body” interactionmotion capture application
Correspondence betweenphysical/virtual objectsProps5,6
spatial input devices
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Tracking physical objects (props)
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Electromagnetic trackers
Exs: Polhemus Fastrak,Ascension Flock ofBirds
Most common (?) Transmitter Receiver(s) Noisy Affected by metal
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Optical/vision-based trackers
Exs: Vicon, HiBall,ARToolkit
Advantages accurate can capture a large volume allow for untethered tracking
Disadvantages image processing
techniques occlusion problem
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Inertial trackers
Exs: Intersense IS-300,Intertrax2
Less noise, lag Drift problem Only 3 DOFs
(orientation)
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Hybrid tracking
Ex: IS-600 / 900 inertial (orient.) acoustic (pos.) additional complexity,
cost
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Tracking devices: eye tracking
Eye tracking systems provide applications with knowledge of the user’s gazedirection. This information opens the door to a number of interesting interactiontechniques such as eye directed selection and manipulation. The figure on the leftshows the Eyegaze system, a non-intrusive approach which uses an infra-red sourcethat reflects off of the pupil, developed by LC Technologies. The figure on the rightshows iView, a head-mounted eye tracking device developed by SensoMotoricInstruments.
References:www.eyegaze.comwww.smi.de
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Tracking devices: bend-sensinggloves
CyberGlove7, 5DT Reports hand
posture Gesture:
single postureseries of posturesposture(s) + location or
motion
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Tracking devices: pinch gloves
Conductive cloth atfingertips
Any gesture of 2 to 10fingers, pluscombinations ofgestures
> 115,000 gestures
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Case study: Pinch Gloves
Pinch gloves are designed to be acombination device (add a positiontracker)
Very little has been done with PinchGloves in VEs - usually 1 or 2 gestures for:Object selectionTool selectionTravel
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Characteristics of Pinch Gloves
Relatively low costVery lightUser’s hand becomes the deviceUser’s hand posture can changeAllow two-handed interactionHuge number of possible gestures
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Characteristics of Pinch Gloves II
Much more reliable than data glovesSupport eyes-off inputCan diminish “Heisenberg effect”Support context-sensitive gesture
interpretation
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Pinch Gloves in SmartScene13
Lots of two-handedgesturesScale worldRotate worldTravel by “grabbing
the air”Menu selection
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Pinch Gloves for menus
TULIP system14
ND hand selects menu, Dhand selects item withinmenu
Limited to comfortablegestures
Visual feedback on virtualhands
rapMenu
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Pinch Gloves for text input
Pinch Keyboard14
Emulate QWERTY Pinch finger to thumb
to type letter underthat finger
Move/rotate hands tochange active letters
Visual feedback
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3D mice Ring Mouse Fly Mouse Wand Cubic Mouse Dragonfly …
The Ring Mouse (top picture) is a small device worn on the user’s finger which usesultrasonic tracking. It also has two buttons for generating discrete events. The mainadvantages of this device is that it is wireless and inexpensive. The Fly Mouse is a3D mouse that also uses ultrasonic tracking. This device has five buttons instead oftwo and also can be used as a microphone.The Cubic Mouse (shown in the figure on the right) is an input device developed atGMD that allows users to intuitively specify three-dimensional coordinates ingraphics applications. The device consists of a box with three perpendicular rodspassing through the center and buttons for additional input.
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Special-purpose devices: usingconductive clothVirtual toolbelt
Used to select virtual toolsGood use of proprioceptive cues
Interaction slippers3
Step on displayed optionsClick heels to “go home”
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Special-purpose devices: PaintingTable4
The Painting Table is another example of a special-purpose input device that is usedin the CavePainting application, a system for painting 3D scenes in a virtualenvironment. The device uses a set of conductive cloth contacts as well astraditional buttons and digital sliders. Users can dip the paint brush prop into thecolored cups to change brush strokes. The bucket is used to throw paint around thevirtual canvas.
References:Keefe, D., Acevedo, D., Moscovich, T., Laidlaw, D., and LaViola, J.“CavePainting: A Fully Immersive 3D Artistic Medium and InteractiveExperience”, Proceedings of the 2001 Symposium on Interactive 3D Graphics, 85-93, 2001.
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Special-purpose devices:ShapeTape11
ShapeTape is a continuous bend and twist sensitive strip which encourages two-handed manipulation. A BAT is attached and the tool (shown in the figure on theright) is used for creating and editing curves and surfaces along with cameralcontrol and command access. ShapeTape senses bend and twist with two fiberoptic sensors at 6cm intervals.
References:Balakrishnan, Ravin, George Fitzmaurice, Gordon Kurtenbach, and Karan Singh.“Exploring Interactive Curve and Surface Manipulation Using a Bend and TwistSensitive Input Strip” Proceedings of the 1999 Symposium on Interactive 3DGraphics, 111-118, 1999.
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Human input: speech
Frees handsAllows multimodal inputNo special hardwareSpecialized software Issues: recognition, ambient noise,
training, false positives, …
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Human input: Bioelectric Control
A recent development at NASA Ames Research Center is a bioelectric input devicewhich reads muscle nerve signals emanating from the forearm. These nerve signalsare captured by a dry electrode array on the arm. The nerve signals are analyzedusing pattern recognition software and then routed through a computer to issuerelevant interface commands. The figure on the left shows a user entering numberson a virtual numeric keypad while the figure on the right shows a user controlling avirtual 757 aircraft.
References:Jorgensen, Charles, Kevin Wheeler, and Slawomir Stepniewski. Bioelectric Controlof a 757 Class High Fidelity Aircraft Simulation,http://ic.arc.nasa.gov/publications/index.html, 1999.
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Human input: Body Sensing Devices
The MIT Media Lab’s affective computing group has developed a PrototypePhysiological Sensing System which includes a Galvanic Skin Response sensor, aBlood Volume Pulse sensor, a Respiration sensor, and an Electromyogram. Byusing this prototype, interface developers can monitor a user’s emotional state todynamically modify an application’s interface to better fit the user’s needs.
References:http://www.media.mit.edu/affect/
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More human input
Breathing device -OSMOSE
Brain-body actuatedcontrolmuscle movementsthoughts!
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Locomotion devices
TreadmillsStationary cyclesVMC / magic carpetWalking/flying simulations (use
trackers)
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UNIPORT
First Locomotion DeviceFor U.S. Army (1994)
Proof-of-conceptdemonstration
Developed in six weeks Difficult to change
direction of travel Small motions such as
side-stepping areimpossible
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Treadport
Developed in 1995 Based on a standard
treadmill with the user beingmonitored and constrainedby mechanical attachment tothe user’s waist
User actually walks or jogsinstead of pedaling
Physical movement isconstrained to one direction
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Individual Soldier Mobility Simulator(Biport)
Most sophisticated locomotiondevice
Designed for the conduct oflocomotion studies
Hydraulic-based locomotiondriven w/ force sensors at thefeet
Safeguards limitedresponsiveness
Too awkward to operate
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Omni-Directional Treadmill15,16
Most recently developedlocomotion device for U.S. Army
Revolutionary device that enablesbipedal locomotion in anydirection of travel
Consists of two perpendiculartreadmills
Two fundamental types ofmovementUser initiated movementSystem initiated movement
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Torus treadmill
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ODT video
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Virtual Motion Controller17
Weight sensors in platformsense user’s position overplatform
Step in direction to movethat direction
Step further to go faster
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Walking in place18,19
Analyze tracker information fromhead, body, feet
Neural network (Slater)GAITER project (Templeman)Shown to be better than purely
virtual movement, but worse thanreal walking20
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Classification of locomotiondevices/techniques
Virtual turning Real turning
Virtualmotion
Desktop VEsVehicle simulators
CAVE wand
Most HMD systemsWalking in place
VMC
Realmotion
Stationary cyclesTreadport
Biport
Wide-area trackingUNIPORT
ODT
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Input and output with a single device
Classic example - touch screenLCD tablets or PDAs with pen-based inputPhantom haptic deviceFEELEX haptic device21
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PDA as ideal VE device?22
Offers both input and outputHas on-board memoryWireless communicationPortable, light, robustAllows text / number inputCan be tracked to allow spatial input
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Conclusions
When choosing a device, consider:CostGeneralityDOFsErgonomics / human factorsTypical scenarios of useOutput devicesInteraction techniques
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Acknowledgments
Joe LaViola, Brown University, for slidesand discussions
Ron Spencer, presentation on locomotiondevices used by the Army
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References [1] Matias, E., MacKenzie, I., & Buxton, W. (1993). Half-QWERTY: A One-handed Keyboard Facilitating Skill
Transfer from QWERTY. Proceedings of ACM INTERCHI, 88-94. [2] Thomas, B., Tyerman, S., & Grimmer, K. (1998). Evaluation of Text Input Mechanisms for Wearable
Computers. Virtual Reality: Research, Development, and Applications, 3, 187-199. [3] LaViola, J., Acevedo, D., Keefe, D., & Zeleznik, R. (2001). Hands-Free Multi-Scale Navigation in Virtual
Environments. Proceedings of ACM Symposium on Interactive 3D Graphics, Research Triangle Park, NorthCarolina, 9-15.
[4] Keefe, D., Feliz, D., Moscovich, T., Laidlaw, D., & LaViola, J. (2001). CavePainting: A Fully Immersive 3DArtistic Medium and Interactive Experience. Proceedings of ACM Symposium on Interactive 3D Graphics,Research Triangle Park, North Carolina, 85-93.
[5] Bowman, D., Wineman, J., Hodges, L., & Allison, D. (1998). Designing Animal Habitats Within an ImmersiveVE. IEEE Computer Graphics & Applications, 18(5), 9-13.
[6] Hinckley, K., Pausch, R., Goble, J., & Kassell, N. (1994). Passive Real-World Interface Props for NeurosurgicalVisualization. Proceedings of CHI: Human Factors in Computing Systems, 452-458.
[7] Kessler, G., Hodges, L., & Walker, N. (1995). Evaluation of the CyberGlove(TM) as a Whole Hand InputDevice. ACM Transactions on Computer-Human Interaction, 2(4), 263-283.
[8] LaViola, J., & Zeleznik, R. (1999). Flex and Pinch: A Case Study of Whole-Hand Input Design for VirtualEnvironment Interaction. Proceedings of the International Conference on Computer Graphics and Imaging, 221-225.
[9] Ware, C., & Jessome, D. (1988). Using the Bat: a Six-Dimensional Mouse for Object Placement. IEEEComputer Graphics and Applications, 8(6), 65-70.
[10] Zeleznik, R. C., Herndon, K. P., Robbins, D. C., Huang, N., Meyer, T., Parker, N., & Hughes, J. F. (1993). AnInteractive 3D Toolkit for Constructing 3D Widgets. Proceedings of ACM SIGGRAPH, Anaheim, CA, USA, 81-84.
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References (2) [11] Balakrishnan, R., Fitzmaurice, G., Kurtenbach, G., & Singh, K. (1999). Exploring Interactive Curve and
Surface Manipulation Using a Bend and Twist Sensitive Input Strip. Proceedings of the ACM Symposium onInteractive 3D Graphics, 111-118.
[12] Froehlich, B., & Plate, J. (2000). The Cubic Mouse: A New Device for Three-Dimensional Input. Proceedingsof ACM CHI.
[13] Mapes, D., & Moshell, J. (1995). A Two-Handed Interface for Object Manipulation in Virtual Environments.Presence: Teleoperators and Virtual Environments, 4(4), 403-416.
[14] Bowman, D., Wingrave, C., Campbell, J., & Ly, V. (2001). Using Pinch Gloves for both Natural and AbstractInteraction Techniques in Virtual Environments. Proceedings of HCI International, New Orleans, Louisiana.
[15] Darken, R., Cockayne, W., & Carmein, D. (1997). The Omni-directional Treadmill: A Locomotion Device forVirtual Worlds. Proceedings of ACM Symposium on User Interface Software and Technology, 213-221.
[16] Iwata, H. (1999). Walking About Virtual Environments on an Infinite Floor. Proceedings of IEEE VirtualReality, Houston, Texas, 286-293.
[17] Wells, M., Peterson, B., & Aten, J. (1996). The Virtual Motion Controller: A Sufficient-Motion WalkingSimulator. Proceedings of IEEE Virtual Reality Annual International Symposium, 1-8.
[18] Slater, M., Usoh, M., & Steed, A. (1995). Taking Steps: The Influence of a Walking Technique on Presence inVirtual Reality. ACM Transactions on Computer-Human Interaction, 2(3), 201-219.
[19] Slater, M., Steed, A., & Usoh, M. (1995). The Virtual Treadmill: A Naturalistic Metaphor for Navigation inImmersive Virtual Environments, Virtual Environments '95: Selected Papers of the Eurographics Workshops (pp.135-148). New York: SpringerWien.
[20] Usoh, M., Arthur, K., Whitton, M., Bastos, R., Steed, A., Slater, M., & Brooks, F. (1999). Walking > Walking-in-Place > Flying, in Virtual Environments. Proceedings of ACM SIGGRAPH, 359-364.
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References (3) [21] Iwata, H., Yano, H., Nakaizumi, F., & Kawamura, R. (2001). Project FEELEX: adding haptic surface to
graphics. Proceedings of ACM SIGGRAPH, Los Angeles, 469-476. [22] Watsen, K., Darken, R., & Capps, M. (1999). A Handheld Computer as an Interaction Device to a Virtual
Environment. Proceedings of the Third Immersive Projection Technology Workshop. [23] Zhai, S. (1998). User Performance in Relation to 3D Input Device Design. Computer Graphics, 32(4), 50-54.