Processing & Properties of Floor and Wall Tiles.pptx
Gaze supported 3 d object manipulation in virtual reality
1. Interaction Lab. Seoul National University of Science and Technology
Gaze-Supported 3D Object Manipulation
in Virtual Reality
Jeong Jae-Yeop
CHI Conference on Human Factors in Computing Systems (CHI ’21) , May 8–13, 2021, Yokohama, Japan
ACM, New York, NY, USA, 13 pages(https://doi.org/10.1145/3411764.3445343)
Difeng Yu, Xueshi Lu, Rongkai Shi, Hai-Ning Liang,
Tilman Dingler, Eduardo Velloso, and Jorge Goncalves. 2021
2. Interaction Lab., Seoul National University of Science and Technology
■Intro
■Design space
■Technique design
■Study 1 : Evaluation
■Study 2 : Application
■Discussion and conclusion
Agenda
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4. Interaction Lab., Seoul National University of Science and Technology
■Object manipulation in VR(Virtual Reality)
Manipulation
• Translation
• Rotation
• Scaling
Application domains
• 3D modeling
• Game development
• Online collaboration
• Immersive data exploration
Intro(1/4)
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5. Interaction Lab., Seoul National University of Science and Technology
■Input modality in VR
Virtual hand
• Direct manipulation
• Inefficient and imprecise
• Arm-fatigue in longer interaction scenarios
Gaze
• Light-weight and fast input
• Only used mostly for “target selection”
• Sub-phase of the whole “manipulate” phase
■Multimodal interaction in VR
Gaze + Virtual hand
Intro(2/4)
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6. Interaction Lab., Seoul National University of Science and Technology
■Aim
Whether the incorporation of gaze input can benefit the hand manipulation in VR
How gaze input should be combined with hand input for convenient and efficient
■Design space
Integrated
Coordinate
Transition
■Four gaze-supported techniques and evaluated through two studies
Intro(3/4)
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7. Interaction Lab., Seoul National University of Science and Technology
■Two study (evaluated)
First study
• All objects located in front of the user and were within arm-reach distance
Second study
• In a larger virtual environment with distant objects and embedded the designed techniques into realistic
workflow
Intro(4/4)
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9. Interaction Lab., Seoul National University of Science and Technology
■Target manipulation process(1/2)
Indicate
Confirm
Manipulate
Release
Design space(1/4)
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10. Interaction Lab., Seoul National University of Science and Technology
■Target manipulation process(2/2)
Indicate
• Action of determining the target of interest with an input device
• Less effort and faster than manual input
Confirm
• “pick up” and start manipulating the indicated target
• Not gaze-based confirming (dwell, …), use hand-based method (hand-held device) for robust control
Manipulate
• Translation, rotation, and scaling
• Hand alone or gaze and hand input together
Release
Design space(2/4)
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11. Interaction Lab., Seoul National University of Science and Technology
■Design dimensions(1/2)
Existing design dimensions
• Target properties and input techniques
Three-dimensional design space
• Integration, coordination, and transition of gaze and hand input for the manipulate phase
• Integration : input mechanism(s) of gaze and hand has(have) been integrated into the manipulation
• Coordination : target will snap to the hand position or remain in its original place
• Transition : whether the transition between gaze and hand input is explicit(trigger) or implicit
Design space(3/4)
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12. Interaction Lab., Seoul National University of Science and Technology
■Design dimensions(2/2)
Synthesis of prior work
• Existing gaze-supported manipulation techniques
Design space(4/4)
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14. Interaction Lab., Seoul National University of Science and Technology
Technique design(1/4)
■Four techniques
𝐺𝑎𝑧𝑒𝐺𝑟𝑎𝑏
𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑
3𝐷𝑀𝑎𝑔𝑖𝑐𝐺𝑎𝑧𝑒
𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒
15. Interaction Lab., Seoul National University of Science and Technology
Technique design(2/4)
■𝐺𝑎𝑧𝑒𝐺𝑟𝑎𝑏
Target snaps to the hand position once the selection is confirmed
Direct manipulation using hand
The gaze-grabbed object is located slightly above the virtual hand, to avoid occlusion
■𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑
User first points at it with eye gaze and the confirms the selection with a hand trigger
Indirect manipulation using remote hand movement
“gaze selects, hand manipulates”, 3D extension of existing approaches in 2D
16. Interaction Lab., Seoul National University of Science and Technology
■3𝐷𝑀𝑎𝑔𝑖𝑐𝐺𝑎𝑧𝑒
Circular safe region (10° radius, invisible to user)
If the gaze point is within safe region
• Only the hand can control the transformation of the object
If the gaze point is outside safe region and if the hand movement distance exceeds a threshold
• The object snaps to the gaze point direction, that is gaze can move object
Explicit command to switch from gaze input to manual input
■𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒
Same as the 3DMagicGaze
Not any hand trigger
Implicit transition
Dynamically-resized safe region
Technique design(3/4)
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19. Interaction Lab., Seoul National University of Science and Technology
■Intro
Primary working space
• All target of interest are located in front of the user and within arm-reach distance
Study 1 : Evaluation(1/14)
20. Interaction Lab., Seoul National University of Science and Technology
■Participants and apparatus
12 university students (3 women, 9 men) between the age of 18 to 29
Pico Neo 2 Eye (6 DoF) + Tobii eye-tracking
C# in Unity3D
Study 1 : Evaluation(2/14)
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21. Interaction Lab., Seoul National University of Science and Technology
■Task
Transform a 3D model from its initial configuration to a new target pose
• Target location : randomly selected within 30° of angle
• Lateral distance : the angular distance between the start and target location
• Depth : the differences in the depth dimension
• The target position was to be expected by participants
• Objects can exist out of sight but within primary working space
Study 1 : Evaluation(3/14)
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22. Interaction Lab., Seoul National University of Science and Technology
■Design and procedure
4 x 3 x 2 experiment
• Technique(𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑, 𝐺𝑎𝑧𝑒𝐺𝑟𝑎𝑏, 𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒, and 3𝐷𝑀𝑎𝑔𝑖𝑐𝐺𝑎𝑧𝑒)
• Depth (0.05m, 0.10m, 0.15m)
• Lateral Distance(35° and 55°)
Data : 1440
• Participants(12) x techniques (4) x depths (3) x lateral distances (2) x repetitions (5)
The whole experiment lasted approximately 50 minutes in total
After each session, we collected user feedback
Study 1 : Evaluation(4/14)
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23. Interaction Lab., Seoul National University of Science and Technology
■Evaluation metrics(1/3)
Performance measures
Hand manipulation measures
Subject measures
Study 1 : Evaluation(5/14)
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24. Interaction Lab., Seoul National University of Science and Technology
■Evaluation metrics(2/3)
Performance measures
• Manipulation time : the target is correctly placed with errors under the pre-determined threshold
• Coarse translation time : the time elapsed between the selection confirmation and the first time
• Re-position time : Manipulation time – Coarse translation time
Study 1 : Evaluation(6/14)
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Manipulation time
Coarse translation time
Re-position
time
Confirm Target position
End (Release)
Start
25. Interaction Lab., Seoul National University of Science and Technology
■Evaluation metrics(3/3)
Hand manipulation measures
• Hand movement distance : the accumulated distance that the hand has travelled during the process
• Hand rotation angles : the accumulated angle that the hand has rotated during the process
Subject measures
• Arm fatigue, ease of use, required workload
Study 1 : Evaluation(7/14)
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Borg CR10 A categorical rating (0-10)
Arm exertion/fatigue
Single Easement Questionnaire 7-point scales
Ease-of-use of the techniques
Raw NASA-TLX 7-point scales
The task load induced
Subject Ranking Participants’ overall preference
26. Interaction Lab., Seoul National University of Science and Technology
■Result(1/3)
Discarded the outliers
• Deviated more than three standard deviations from the mean value (𝑚𝑒𝑎𝑛 ± 3𝑠𝑡𝑑.)
• In each condition (20 𝑡𝑟𝑖𝑎𝑙𝑠, 1.3%)
The data is non-normally distributed
• Shapiro-Wilk test
• Pre-processing through Aligned Rank Transform (ART)
Repeated-measures ANOVAs (RM-ANOVA)
Study 1 : Evaluation(8/14)
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28. Interaction Lab., Seoul National University of Science and Technology
■Result(3/3)
Study 1 : Evaluation(10/14)
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29. Interaction Lab., Seoul National University of Science and Technology
■Discussion
Hand-Only (𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑) vs. Eye-Hand manipulation (3𝐷𝑀𝑎𝑔𝑖𝑐𝐺𝑎𝑧𝑒, 𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒)
Direct vs. Remote hand mappings
Implicit vs. Explicit eye-hand transitions
Effect of distance and depth
Study 1 : Evaluation(11/14)
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30. Interaction Lab., Seoul National University of Science and Technology
■Hand-Only vs. Eye-Hand manipulation
Not significant performance differences
• 𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑 vs. 3𝐷𝑀𝑎𝑔𝑖𝑐𝐺𝑎𝑧𝑒, 𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒
Hand-Only
• 𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑 required more hand movement and rotation to active same manipulation
Eye-hand manipulation
• Participants quickly learned/adapted to new input method Transition between gaze and hand
Borg CR10 and NASA-TLX
• Not significant benefits of eye-hand transitions over hand-only techniques regarding arm fatigue
Study 1 : Evaluation(12/14)
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31. Interaction Lab., Seoul National University of Science and Technology
■Direct vs. Remote hand mappings
Substantial differences in performance measures and subjective feedback
• 𝐺𝑎𝑧𝑒𝐺𝑟𝑎𝑏 required a much longer time frame to re-position an object than 𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑
• 𝐺𝑎𝑧𝑒𝐺𝑟𝑎𝑏 caused significantly higher perceived arm fatigue
• 𝐺𝑎𝑧𝑒𝐺𝑟𝑎𝑏 had the smallest hand rotation angles
• “Direct manipulation” techniques are imprecise in nature
Study 1 : Evaluation(13/14)
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32. Interaction Lab., Seoul National University of Science and Technology
■Implicit vs. Explicit eye-hand transitions
Similar empirical performance
Implicit
• Less hand movement
Explicit eye-hand transitions
• 3DMagicGaze needs more hand movement and rotation (Explicit transition)
■ Side effect of hand movement
■ Longer periods of time and rotate more to achieve the same task
Study 1 : Evaluation(14/14)
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33. Study 2 : Application
Discussion and conclusion
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34. Interaction Lab., Seoul National University of Science and Technology
■Intro
Primary working space
• Large Virtual environment
Study 2 : Application(1/7)
35. Interaction Lab., Seoul National University of Science and Technology
■Participants and apparatus
8 university students (3 women, 5 men) with previous experience in 3D Modeling
Their ages were between 21 – 29 years (𝑚𝑒𝑎𝑛 = 24.4)
■Procedure
Approximately 60 minutes in total
hand-only vs. hand-eye, direct vs. remote mappings, and implicit vs. explicit transitions
Study 2 : Application(2/7)
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36. Interaction Lab., Seoul National University of Science and Technology
■Interaction scenario
Study 2 : Application(3/7)
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37. Interaction Lab., Seoul National University of Science and Technology
■Discussion
Hand-Only vs. Eye-Hand manipulation
Direct vs. Remote hand mappings
Implicit vs. Explicit eye-hand transitions
Gaze-Supported techniques vs. Virtual hand
Study 2 : Application(4/7)
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38. Interaction Lab., Seoul National University of Science and Technology
■Hand-Only vs. Eye-Hand manipulation
Eye-Hand manipulation
• Unlike study 1, in larger environment, participants preferred eye-hand manipulation
• Eye-Hand manipulation became less useful for close and large objects
• Eye-Hand manipulation might occlude the user’s line-of-sight
Hand-Only
• Some participants found hand-only manipulation to be more manageable
Study 2 : Application(5/7)
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39. Interaction Lab., Seoul National University of Science and Technology
■Direct vs. Remote hand mappings
Direct
• Remote transformation was efficient in transporting distant targets but can be cumbersome for close ones
• If the object under manipulation is quite large, it is difficult to transform
• Mini-map or semi-transparent
Remote hand mappings
• Participants remain same standing position and transferred the object remotely
Study 2 : Application(6/7)
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40. Interaction Lab., Seoul National University of Science and Technology
■Implicit vs. Explicit eye-hand transitions
Implicit
• Hand movement to confirm the gaze action was somewhat redundant
Explicit eye-hand transitions
• Robustness
• The rapid eye movement would not frequently bring the object to the user’s facing direction
■ Dynamically-resized safe region is not able to handle rapid in 𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒
Study 2 : Application(7/7)
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42. Interaction Lab., Seoul National University of Science and Technology
■Design implications(1/2)
Embedding gaze input can be useful for a larger environment with distant objects
Hand-Eye coordination strategies should be used in appropriate scenario
Minimizing the duration of using direct-mapping and use indirect-mapping techniques
(𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑) which allow users to rest their arms under a comfortable position
Discussion and conclusion(1/3)
43. Interaction Lab., Seoul National University of Science and Technology
■Design implications(2/2)
Providing an implicit transition between gaze and hand input (𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒) can enable the
smooth and concurrent transformation
Adding a small widget to indicate which input modality is currently taking control of the
manipulation for explicit transition like 3𝐷𝑀𝑎𝑔𝑖𝑐𝐺𝑎𝑧𝑒
Discussion and conclusion(2/3)
44. Interaction Lab., Seoul National University of Science and Technology
■Limitations and future work
Limitations
• Not embed techniques that enable non-linear mapping of hand input
• Not explore the long-term usage of gaze-supported manipulation techniques
• Not test the methods alongside more complex sculpturing and modeling tools/functions
Future work
• Head gaze can be a cheaper solution than eye gaze for current VR systems
Discussion and conclusion(3/3)