Browsing by Author "Bowman, Douglas A."
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- 3D Sketching and Flexible Input for Surface Design: A Case StudyLeal, Anamary; Bowman, Douglas A. (Brazilian Computing Society (SBC), 2014)Designing three-dimensional (3D) surfaces is difficult in both the physical world and in 3D modeling software, requiring background knowledge and skill. The goal of this work is to make 3D surface design easier and more accessible through natural and tangible 3D interaction, taking advantage of users' proprioceptive senses to help them understand 3D position, orientation, size, and shape. We hypothesize that flexible input based on fabric may be suitable for 3D surface design, because it can be molded and folded into a desired shape, and because it can be used as a dynamic flexible brush for 3D sketching. Fabric3D, an interactive surface design system based on 3D sketching with flexible input, explored this hypothesis. Through a longitudinal five-part study in which three domain experts used Fabric3D, we gained insight into the use of flexible input and 3D sketching for surface design in various domains.
- Action-Inspired Approach to Design of Navigation Techniques for Effective Spatial Learning in 3-D Virtual EnvironmentsKim, Ji Sun (Virginia Tech, 2013-05-07)Navigation in large spaces is essential in any environment (both the real world and the virtual world) because one of the human fundamental needs is to know the surrounding environment and to freely navigate within the environment. For successful navigation in large-scale virtual environments (VEs), accurate spatial knowledge is required, especially in training and learning application domains. By acquiring accurate spatial knowledge, people can effectively understand spatial layout and objects in environments. In addition, spatial knowledge acquired from a large- scale VE can effectively be transferred to the real world activities. Numerous navigation techniques have been proposed to support successful navigation and effective spatial knowledge acquisition in large-scale VEs. Among them, walking-like navigation techniques have been shown to support spatial knowledge acquisition more effectively in large-scale VEs, compared to non-body-based and non-walking-based navigation techniques. However, walking-like navigation techniques in large-scale VEs still have some issues, such as whole-body fatigue, large-controlled-space and specialized system configuration that make the walking-like navigation techniques less convenient, and consequently less commonly used. Due to these issues, convenient non-walking-like navigation techniques are preferred although they are less effective for spatial learning. While most research and development efforts are centered around walking- like navigation techniques, a fresh approach is needed to effectively and conveniently support for human spatial learning. We propose an action-inspired approach, to design convenient and effective navigation techniques for supporting people to acquire accurate spatial knowledge acquisition or improve spatial learning. The action-inspired approach is based on our insights from learning, neuropsychological and neurophysiological theories. The theories suggest that action and perception are closely related and core elements of learning. Our observations indicated that specific body-parts are not necessarily related to learning. We identified two types of action-inspired approach, body-turn based and action-transferred. Body- turn based approach keeps body-turn but replaces cyclic leg-movements of original walking action with more convenient control to resolve the issues presented from walking-like navigation techniques. Action-transferred approach addresses the design trade-offs between effectiveness and convenience, the core concept of which is grounded in the motor equivalence theory. We provided two navigation techniques, body-turn based and action-transferred based ones, and demonstrated the benefits of our approach by evaluating these two navigation techniques for spatial knowledge acquisition in several empirical studies. We also developed our own walking-like navigation technique, Sensor- Fusion Walking-in-Place (SF-WIP) because we needed a reference navigation technique for estimating the effect of the action-transferred navigation technique on spatial knowledge acquisition compared to that of a walking-like navigation technique. We performed empirical user studies and the experimental results showed that body-turn based navigation technique was more effective for survey knowledge acquisition in a large-scale virtual maze, compared to a wand-joystick based common navigation technique (JS, i.e., non-body-based and non-walking-like navigation technique). However, no significant difference was found for route knowledge acquisition while the SF-WIP was more effective than the JS for both route and survey knowledge acquisition. The results of the SF-WIP were compatible to the results from other studies (using walking-like navigation techniques). The action-transferred navigation technique, named Finger-Walking-in-Place (FWIP), was more effective for both route and survey knowledge acquisition than the JS in the same large-scale, large-extent and visually impoverished virtual maze. In addition, our empirical studies showed that the SF-WIP and the FWIP are similarly effective for route and survey knowledge acquisition, suggesting that human's spatial learning ability is still supported by the transferred action (FWIP) as much as the original action (SF-WIP). Since there was no significant difference between FWIP and SF-WIP but the FWIP showed the better effect than the JS on spatial knowledge acquisition, we can infer that our action-transferred approach is useful for designing convenient and effective navigation techniques for spatial learning. Some design implications are discussed, suggesting that our action-transferred approach is not limited to navigation techniques and can be extensively used to design (general) interaction techniques. In particular, action-transferred design can be more effectively used for the users with disabilities (unable to use of a part of the body) or for fatigue/convenience reasons. Related to our theoretical reasoning, we established another user study to explore if the transferred action is still coupled with the perception that is known as coupled with the original action. Our study results supported that there was a close connection between distance perception and transferred action as literature suggests. Thus, this dissertation successfully supports our theoretical observations and our action-inspired approach to design of convenient and effective navigation techniques for spatial learning through our empirical studies. Although our conclusion is drawn from the empirical studies using a couple of NavTechs (body-turn and FWIP), and is therefore not the direct evidence at the neural level, it should be notable that our action-inspired design approach for effective spatial learning is strongly supported by the theories that have been demonstrated by a number of studies over time.
- Affordances and Feedback in Nuance-Oriented InterfacesWingrave, Chadwick A.; Bowman, Douglas A.; Ramakrishnan, Naren (Department of Computer Science, Virginia Polytechnic Institute & State University, 2001)Virtual Environments (VEs) and perceptive user interfaces must deal with complex users and their modes of interaction. One way to approach this problem is to recognize users’ nuances (subtle conscious or unconscious actions). In exploring nuance-oriented interfaces, we attempted to let users work as they preferred without being biased by feedback or affordances in the system. The hope was that we would discover the users’ innate models of interaction. The results of two user studies were that users are guided not by any innate model but by affordances and feedback in the interface. So, without this guidance, even the most obvious and useful components of an interface will be ignored.
- ARCritique: Supporting Remote Design Critique of Physical Artifacts through Collaborative Augmented RealityLi, Yuan; Lee, Sang Won; Bowman, Douglas A.; Hicks, David; Lages, Wallace S.; Sharma, Akshay (ACM, 2022-12-01)Critique sessions are an essential educational activity at the center of many design disciplines, especially those involving the creation of physical mockups. Conventional approaches often require the students and the instructor to be in the same space to jointly view and discuss physical artifacts. However, in remote learning contexts, available tools (such as videoconferencing) are insufficient due to ineffective, inefficient spatial referencing. This paper presents ARCritique, a mobile Augmented Reality application that allows users to 1) scan physical artifacts, generate corresponding 3D models, and share them with distant instructors; 2) view the model simultaneously in a synchronized virtual environment with remote collaborators; and 3) point to and draw on the model synchronously to aid communication. We evaluated ARCritique with seven Industrial Design students and three faculty to use the app in a remote critique setting. The results suggest that direct support for spatial communication improves collaborative experiences.
- Assisting Spatial Referencing for Collaborative Augmented RealityLi, Yuan (Virginia Tech, 2022-05-27)Spatial referencing denotes the act of referring to a location or an object in space. Since it is often essential in different collaborative activities, good support for spatial referencing could lead to exceptional collaborative experience and performance. Augmented Reality (AR) aims to enhance daily activities and tasks in the real world, including various collaborations and social interactions. Good support for accurate and rapid spatial referencing in collaborative AR often requires detailed environment 3D information, which can be critical for the system to acquire as constrained by current technology. This dissertation seeks to address the issues related to spatial referencing in collaborative AR through 3D user interface design and different experiments. Specifically, we start with investigating the impact of poor spatial referencing on close-range, co-located AR collaborations. Next, we propose and evaluate different pointing ray techniques for object reference at a distance without knowledge from the physical environment. We further introduce marking techniques aiming to accurately acquire the position of an arbitrary point in 3D space that can be used for spatial referencing. Last, we provide a systematic assessment of an AR collaborative application that supports efficient spatial referencing in remote learning to demonstrate its benefit. Overall, the dissertation provides empirical evidence of spatial referencing challenges and benefits to collaborative AR and solutions to support adequate spatial referencing when model information from the environment is missing.
- Bare-hand volume cracker for raw volume data analysisSocha, John J.; Laha, Bireswar; Bowman, Douglas A. (2016-09-28)Analysis of raw volume data generated from different scanning technologies faces a variety of challenges, related to search, pattern recognition, spatial understanding, quantitative estimation, and shape description. In a previous study, we found that the volume cracker (VC) 3D interaction (3DI) technique mitigated some of these problems, but this result was from a tethered glove-based system with users analyzing simulated data. Here, we redesigned the VC by using untethered bare-hand interaction with real volume datasets, with a broader aim of adoption of this technique in research labs. We developed symmetric and asymmetric interfaces for the bare-hand VC (BHVC) through design iterations with a biomechanics scientist. We evaluated our asymmetric BHVC technique against standard 2D and widely used 3DI techniques with experts analyzing scanned beetle datasets. We found that our BHVC design significantly outperformed the other two techniques. This study contributes a practical 3DI design for scientists, documents lessons learned while redesigning for bare-hand trackers and provides evidence suggesting that 3DI could improve volume data analysis for a variety of visual analysis tasks. Our contribution is in the realm of 3D user interfaces tightly integrated with visualization for improving the effectiveness of visual analysis of volume datasets. Based on our experience, we also provide some insights into hardware-agnostic principles for design of effective interaction techniques.
- Chameleon Interference: Assessing Vulnerability of Magnetic Sensors to Spoofing and Signal injection attacks through Environmental interference in Mobile DevicesGleason, David Theodore (Virginia Tech, 2023-01-06)Embedded sensors are a fixture of most devices in the current computer industry. These small devices are used for a variety of purposes throughout many fields to collect whatever kind of information is needed by the user. From data on device acceleration to data on position relative to the Earth's magnetic field, embedded sensors can provide it for any number of tasks. The advent of these devices has made work and research in the computer industry significantly easier but they are not without their drawbacks. Most of these sensors operate by drawing external data from the environment through send and receive signals. This mode of operation leaves them vulnerable to external malicious users who seek access to the data being stored and handled by the sensors. Concerns over security and privacy of embedded sensor data has become a topic of great concern with the continued digitization of sensitive personal data. Within the last five years, studies have shown the ability to manipulate embedded magnetic sensors in order to gain access to various forms of sensitive personal data. This is of great concern to the developers of mobile devices as most mobile devices possess embedded magnetic sensors. The vulnerability of sensors to external influence leads to concerns for both data privacy and degradation of public trust in the ability of their devices to keep their personal information safe and out of the wrong hands. Degradation of public trust in security methodologies is a major concern to many in the research and tech industry as much of the work conducted to advance both security and technology depends on large amounts of public data. If the public loses trust in the ability of the devices used by researchers to protect and ensure the safety of the data provided to them, then they may stop providing data which would then make the work of researchers and other tech workers considerably more difficult. To address these concerns, this thesis will present an introduction to Magnetic sensor devices (a prominent tool for data collection), how these sensors work and the ways they handle data. We shall then examine the techniques used to interfere with the functioning and output of magnetic sensors employed by mobile devices. Finally, we shall examine existing techniques for defending against these kinds of attacks as well as propose potential new techniques. The end goal of this work is to provide a broader perspective on the nature of environmental/natural interference and its relationship to scientific study and technological advancement. Literature around this topic does exist, however, all existing works currently in the literature focus exclusively on one form of interference i.e., light which leads to a smaller/narrower perspective which this work seeks to remedy. The end result is meant to give a broader perspective of multiple forms of interference and their interrelations between each other than is possible by current perspectives due to their narrow lens.
- Co-Located Many-Player Gaming on Large High-Resolution DisplaysMachaj, David Andrew (Virginia Tech, 2009-05-04)Two primary types of multiplayer gaming have emerged over the years. The first type involves co-located players on a shared display, and typically caps at four players. The second type of gaming provides a single display for each player. This type scales well beyond four players, but places no requirement on co-location. This paper will attempt to combine the best of both worlds via high-resolution, highly-multiplayer gaming. Over the past few years, there has been a rise in the number of extremely high-resolution, tiled displays. These displays provide an enormous amount of screen space to work with. This space was used to allow twelve co-located players to play a game together. This study accomplishes three things: we designed and built PyBomber, a high-resolution and highly multiplayer game for up to twelve players; secondly, user trials were conducted to see whether this type of gaming is enjoyable as well as to learn what sorts of social interactions take place amongst so many players; lastly, the lessons learned were generalized into design criteria for future high-resolution games. Results show that with more people, much more of the time during a game was filled with vocal interactions between players. There were also more physical movements in the larger games. Over the course of this study, we learned that good high-resolution games will: decide between a singular gameplay area and split views, use the physical space in front of the display, provide feedback that is localized to each player, and utilize input devices appropriately.
- Concept-Oriented Design in Chasm: Conversational Domain Language Inspired 3D User Interface Design and DevelopmentWingrave, Chadwick A. (Virginia Tech, 2008-07-11)In my experience, novel ideas for 3D interaction techniques greatly outpace developers' ability to implement them, despite the potential benefit of these ideas. I believe this is due to the inherent implementation complexity of 3D interfaces, without sufficient support from methods and tools. Believing a developer-centric representation could overcome this problem, I investigated developer practices, artifacts and language. This resulted in the theory of Concept-Oriented Design and Chasm, a prototype realization of the theory. The key feature of Concept-Oriented Design is its use of developer-centric representations to create a multi-tiered implementation, ranging from an envisioned behavior expressed in conversational language to low-level code. Evaluation of Chasm by domain experts and its use in multiple case studies by volunteer developers has demonstrated that Concept-Oriented Design in Chasm addresses many of the problems of 3D design and development.
- Cooperative Object Manipulation in Collaborative Virtual EnvironmentsPinho, Marcio S.; Bowman, Douglas A.; Dal Sasso Freitas, Carla M. (Springer Nature, 2008-06-20)Cooperative manipulation refers to the simultaneous manipulation of a virtual object by multiple users in an immersive virtual environment (VE). In this work, we present techniques for cooperative manipulation based on existing single-user techniques. We discuss methods of combining simultaneous user actions, based on the separation of degrees of freedom between two users, and the awareness tools used to provide the necessary knowledge of the partner activities during the cooperative interaction process. We also present a framework for supporting the development of cooperative manipulation techniques, which are based on rules for combining single user interaction techniques. Finally, we report an evaluation of cooperative manipulation scenarios, the results indicating that, in certain situations, cooperative manipulation is more efficient and usable than single user manipulation.
- Culture and International Usability Testing:The Effects of Culture in InterviewsVatrapu, Ravikiran (Virginia Tech, 2002-08-06)Designing global interfaces for users has always been a challenge. This challenge is even greater today with the current trend of globalization, which leads to highly diverse users of the same product. The global audiences for the software and information technology products belong to different countries, different religions, speak different languages, have different life styles, belong to different cultures and have different perceptions and expectations of the same product. A truly global product must inherently accommodate this diversity in order to be effective and successful. A major impediment is that there is very inadequate understanding of the role of culture in user interfaces and how they are built. This lack of understanding is further compounded by the fact that very little empirical work exists regarding the role of culture in usability testing. The objectives of this research are to study and empirically establish the effects of culture on the usability assessment technique of structured interviews. A study was conducted to determine the effects of culture on Indian participants when structured interviews are used in usability testing. The experiment consisted of usability testing of two independent groups of Indian participants by two interviewers; one belonging to the Indian culture and the other to the Anglo-American culture. The findings from the study clearly demonstrate the effects of culture on structured interviews during international user testing. Participants found more usability problems and made more suggestions to the interviewer from their own culture than to the interviewer from a foreign culture. The results of the study prove that culture affects the efficacy of structured interviews during international user testing.
- Design and Display of Enhancing Information in Desktop Information-Rich Virtual Environments: Challenges and TechniquesPolys, Nicholas F.; Bowman, Douglas A. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2003)Information-Rich Virtual Environments (IRVEs) have been described as environments in which perceptual information is enhanced with abstract (or symbolic) information such as text, numbers, images, audio, video, or hyperlinked resources. Desktop VE applications present the same information design and layout challenges as immersive VEs, but in addition, they may also be integrated with external windows or frames commonly used in desktop interfaces. This paper enumerates design approaches for the display of enhancing information both internal and external to the virtual world?s render volume. Using standard web-based software frameworks, we explore a number of implicit and explicit spatial layout methods for the display and linking of abstract information, especially text. Within the virtual environment view, we demonstrate both Heads-Up-Displays and encapsulated scenegraph behaviors we call Semantic Objects. For desktop displays, which support information display venues external to the scene, we demonstrate the linking and integration of the scene with web browsers and the Snap-Together visualization a system. Finally, we describe the application of these techniques in the PathSim Visualizer, an IRVE interface for the biomedical domain. These design techniques are relevant for instructional and informative interfaces for a wide variety of desktop VE applications.
- Design and Evaluation of 3D Multiple Object Selection TechniquesLucas, John Finley (Virginia Tech, 2005-01-17)Few researchers have addressed the important issue of three-dimensional multiple object selection (MOS) in immersive Virtual Environments (VEs). We have developed a taxonomy of the MOS task as a framework for exploring the design space of these techniques. In this thesis, we describe four techniques for selecting multiple objects in immersive VEs. Of the four techniques, two are serial (where only one object can be indicated per operation), and two are parallel (where one or more objects may be indicated per operation). Within each of the two categories we also investigated two metaphors of interaction: a 3D spatial metaphor and the pen and tablet metaphor. Two usability studies were used to evaluate the four techniques, iterate their designs, and gain a deeper understanding of the design space of MOS techniques. The results from our studies show that parallel MOS techniques can select objects faster than serial techniques as the number of target objects increase. We also show that effective techniques for MOS in immersive VEs can be created using both pen and tablet and 3D metaphors.
- Design and Evaluation of Contextualized Video InterfacesWang, Yi (Virginia Tech, 2010-08-05)If “a picture is worth a thousand words,” then a video may be worth a thousand pictures. Videos have been increasingly used in multiple applications, including surveillance, teleconferencing, learning and experience sharing. Since a video captures a scene from a particular viewpoint, it can often be understood better if presented within a larger spatial context. We call such interactive visualizations that combine videos with their spatial context "Contextualized Videos". Over recent years, multiple innovative Contextualized Video interfaces have been proposed to taking advantage of the latest computer graphics and video processing technologies. These interfaces opened a huge design space with numerous design possibilities, each with its own benefits and limitations. To avoid piecemeal understanding of the design space, this dissertation systematically designs and evaluates Contextualized Video interfaces based on a taxonomy of tasks that can potentially benefit from Contextualized Videos. This dissertation first formalizes a design space. New designs are created incrementally along the four major dimensions of the design space. These designs are then empirically compared through a series of controlled experiments using multiple tasks. The tasks are carefully selected from a task taxonomy, which helps to avoid piecemeal understanding of the effect of the designs. Our design practices and empirical evaluations result in a set of design guidelines on how to choose proper designs according to the characteristics of the tasks and the users. Finally, we demonstrate how to apply the design guidelines to prototype a complex interface for a specific video surveillance application.
- Design and Evaluation of Domain-Specific Interaction Techniques in the AEC Domain for Immersive Virtual EnvironmentsChen, Jian (Virginia Tech, 2006-10-25)Immersive virtual environments (VEs) are broadly applicable to situations where a user can directly perceive and interact with three-dimensional (3D) virtual objects. Currently, successful interactive applications of VEs are limited. Some interactive applications in the AEC (architecture / engineering / construction) domain have not yet benefited from applying VEs. A review of prior work has suggested that 3D interaction has not reached a level that meets real-world task requirements. Most interaction techniques pay little attention to the application contexts. When designers assemble these techniques to develop an interactive system, the interfaces often have very simple and not highly useful UIs. In this work, we describe a domain-specific design approach (DSD) that utilizes pervasive and accurate domain knowledge for interaction design. The purpose of this dissertation is to study the effects of domain knowledge on interaction design. The DSD approach uses a three-level interaction design framework to represents a continuous design space of interaction. The framework has generative power to suggest alternative interaction techniques. We choose the AEC domain as the subject of study. Cloning and object manipulation for massing study are the two example tasks to provide practical and empirical evidences for applying the DSD. This dissertation presents several important results of the knowledge use in the DSD approach. First, the DSD approach provides a theoretical foundation for designing 3D interaction. Techniques produced using DSD result in more useful real-world applications, at least in the domain of AEC. Second, the three-level interaction design framework forms a continuum of design and expands our understanding of 3D interaction design to a level that addresses real-world use. Third, this research proposes an integrated system design approach that integrates DSD and the usability engineering process. Fourth, this work produces a large set of empirical results and observations that demonstrate the effectiveness of domain-knowledge use in designing interaction techniques and applications. Finally, we apply domain-specific interaction techniques to real world applications and create a fairly complex application with improved usefulness.
- Design and Evaluation of Menu Systems for Immersive Virtual EnvironmentsBowman, Douglas A.; Wingrave, Chadwick A. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2001)Interfaces for system control tasks in virtual environments (VEs) have not been extensively studied. This paper focuses on various types of menu systems to be used in such environments. We describe the design of the TULIP menu, a menu system using Pinch Gloves™, and compare it to two common alternatives: floating menus and pen and tablet menus. These three menus were compared in an empirical evaluation. The pen and tablet menu was found to be significantly faster, while users had a preference for TULIP. Subjective discomfort levels were also higher with the floating menus and pen and tablet.
- Designing Coherent Interactions for Virtual RealityYu, Run (Virginia Tech, 2019-08-26)Coherence describes the validity of the internal rules that drive the behaviors of a virtual environment (VE) in presenting a credible scenario. A VR system with a high level of coherence could lead to strong plausibility illusion, which is a key component of the sense of presence. There are few existing studies centered around coherence, and they tend to put the user in a passive role when experiencing the VE without emphasizing on their active participation in the interaction. This dissertation makes up this gap by connecting the concept of coherence with fundamental 3D user interface design that focuses on the algorithms that map the user's actions to the VE's behaviors. Specifically, we inspect the design of coherent interactions for two complicated tasks, namely travel and object manipulation. For travel, we propose a family of redirected walking techniques called "narrative driven cell-based redirection", which lets the user traverse a VE that's much larger than the physical space without breaking the coherence of the scenario. For object manipulation, we propose the novel concept of physics coherence to capture whether an interface conforms to the rules of physics and design several novel techniques that try to balance between physics coherence and usability. Together, we provide some useful tools for designing coherent interactions and discuss how coherence affects user experience in VR interaction.
- Designing Cultural Heritage Experiences for Head-Worn Augmented RealityGutkowski, Nicolas Joshua (Virginia Tech, 2021-05-27)History education is important, as it provides context for current events today. Cultural heritage sites, such as historic buildings, ruins, or archaeological digs can provide a glimpse into the past. The use of different technologies, including augmented and virtual reality, to teach history has expanded. Augmented reality (AR) in particular can be used to enhance real artifacts and places to allow for deeper understanding. However, the experiences born out of these efforts primarily aim to enhance museum visits and are presented as handheld experiences on smartphones or tablets. The use of head-worn augmented reality for on-site history education is a gap. There is a need to examine how on-site historical experiences should be designed for AR headsets. This work aims to explore best practices of creating such experiences through a case study on the Solitude AR Tour. Additionally comparisons between designing for head-worn AR and handheld AR are presented.
- Designing Display Ecologies for Visual AnalysisChung, HaeYong (Virginia Tech, 2015-05-07)The current proliferation of connected displays and mobile devices from smart phones and tablets to wall-sized displays presents a number of exciting opportunities for information visualization and visual analytics. When a user employs heterogeneous displays collaboratively to achieve a goal, they form what is known as a display ecology. The display ecology enables multiple displays to function in concert within a broader technological environment to accomplish tasks and goals. However, since information and tasks are scattered and disconnected among separate displays, one of the inherent challenges associated with visual analysis in display ecologies is enabling users to seamlessly coordinate and subsequently connect and integrate information across displays. This research primarily addresses these challenges through the creation of interaction and visualization techniques and systems for display ecologies in order to support sensemaking with visual analysis. This dissertation explores essential visual analysis activities and design considerations for visual analysis in order to inform the new design of display ecologies for visual analysis. Based on identified design considerations, we then designed and developed two visual analysis systems. First, VisPorter supports intuitive gesture interactions for sharing and integrating information in a display ecology. Second, the Spatially Aware Visual Links (SAViL) presents a cross-display visual link technique capable of guiding the user's attention to relevant information across displays. It also enables the user to visually connect related information over displays in order to facilitate synthesizing information scattered over separate displays and devices. The various aspects associated with the techniques described herein help users to transform and empower the multiple displays in a display ecology for enhanced visual analysis and sensemaking.
- Designing Explicit Numeric Input Interfaces for Immersive Virtual EnvironmentsChen, Jian; Bowman, Douglas A.; Wingrave, Chadwick A.; Lucas, John F. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2004)User interfaces involving explicit control of numeric values in immersive virtual environments have not been well studied. In the context of designing three-dimensional interaction techniques for the creation of multiple objects, called cloning, we have developed and tested a dynamic slider interface (D-Slider) and a virtual numeric keypad (VKey). Our cloning interface requires precise number input because it allows users to place objects at any location in the environment with a precision of 1/10 unit. The design of the interface focuses on feedback, constraints, and expressiveness. Comparative usability studies have shown that the newly designed user interfaces were easy to use, effective, and had a good quality of interaction. We describe a working prototype of our cloning interface, the iterative design process for D-Slider and V-Key, and lessons learned. Our interfaces can be re-used for any virtual environment interaction tasks requiring explicit numeric input.