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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
Interaction Lab., Seoul National University of Science and Technology
■Intro
■Design space
■Technique design
■Study 1 : Evaluation
■Study 2 : Application
■Discussion and conclusion
Agenda
2
Intro
Design space
3
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)
4
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)
5
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)
6
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)
7
Design space
Technique design
8
Interaction Lab., Seoul National University of Science and Technology
■Target manipulation process(1/2)
 Indicate
 Confirm
 Manipulate
 Release
Design space(1/4)
9
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)
10
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)
11
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)
12
Technique design
Evaluation
13
Interaction Lab., Seoul National University of Science and Technology
Technique design(1/4)
■Four techniques
 𝐺𝑎𝑧𝑒𝐺𝑟𝑎𝑏
 𝑅𝑒𝑚𝑜𝑡𝑒𝐻𝑎𝑛𝑑
 3𝐷𝑀𝑎𝑔𝑖𝑐𝐺𝑎𝑧𝑒
 𝐼𝑚𝑝𝑙𝑖𝑐𝑖𝑡𝐺𝑎𝑧𝑒
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
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)
16
Interaction Lab., Seoul National University of Science and Technology
Technique design(4/4)
Study 1 : Evaluation
Study 2 : Application
18
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)
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)
20
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)
21
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)
22
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)
23
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)
24
Manipulation time
Coarse translation time
Re-position
time
Confirm Target position
End (Release)
Start
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)
25
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
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)
26
Interaction Lab., Seoul National University of Science and Technology
■Result(2/3)
 Performance measures and hand manipulation measures
• RM-ANOVA (Repeated Measures ANOVA)
Study 1 : Evaluation(9/14)
27
Manipulation time
𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒
(𝐹3,253 = 4.141, 𝑝 = .007)
𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒
(𝐹1,253 = 5.414, 𝑝 = .021)
𝐷𝑒𝑝𝑡ℎ
(𝐹2,253 = 0.186, 𝑝 = .831)
Coarse manipulation time
𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒
(𝐹3,253 = 3.084, 𝑝 = .030)
𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒
(𝐹1,253 = 25.024, 𝑝 = .001)
𝐷𝑒𝑝𝑡ℎ
(𝐹2,253 = 0.452, 𝑝 = .637)
Re-position time
𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒
(𝐹3,253 = 3.861, 𝑝 = .010)
𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒
(𝐹1,253 = 1.377, 𝑝 = .242)
𝐷𝑒𝑝𝑡ℎ
(𝐹2,253 = 0.452, 𝑝 = .637)
Movement distance
𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒
(𝐹3,253 = 13.559, 𝑝 = .001)
𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒
(𝐹1,253 = 55.681, 𝑝 = .001)
𝐷𝑒𝑝𝑡ℎ
(𝐹2,253 = 0.126, 𝑝 = .881)
Movement rotation
𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒
(𝐹3,253 = 15.663, 𝑝 = .001)
𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒
(𝐹1,253 = 26.569, 𝑝 = .001)
𝐷𝑒𝑝𝑡ℎ
(𝐹2,253 = 0.924, 𝑝 = .398)
Interaction Lab., Seoul National University of Science and Technology
■Result(3/3)
Study 1 : Evaluation(10/14)
28
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)
29
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)
30
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)
31
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)
32
Study 2 : Application
Discussion and conclusion
33
Interaction Lab., Seoul National University of Science and Technology
■Intro
 Primary working space
• Large Virtual environment
Study 2 : Application(1/7)
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)
35
Interaction Lab., Seoul National University of Science and Technology
■Interaction scenario
Study 2 : Application(3/7)
36
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)
37
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)
38
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)
39
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)
40
Discussion and conclusion
41
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)
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)
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)
Q&A
45

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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 2
  • 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) 4
  • 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) 5
  • 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) 6
  • 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) 7
  • 9. Interaction Lab., Seoul National University of Science and Technology ■Target manipulation process(1/2)  Indicate  Confirm  Manipulate  Release Design space(1/4) 9
  • 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) 10
  • 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) 11
  • 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) 12
  • 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) 16
  • 17. Interaction Lab., Seoul National University of Science and Technology Technique design(4/4)
  • 18. Study 1 : Evaluation Study 2 : Application 18
  • 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) 20
  • 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) 21
  • 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) 22
  • 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) 23
  • 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) 24 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) 25 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) 26
  • 27. Interaction Lab., Seoul National University of Science and Technology ■Result(2/3)  Performance measures and hand manipulation measures • RM-ANOVA (Repeated Measures ANOVA) Study 1 : Evaluation(9/14) 27 Manipulation time 𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒 (𝐹3,253 = 4.141, 𝑝 = .007) 𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 (𝐹1,253 = 5.414, 𝑝 = .021) 𝐷𝑒𝑝𝑡ℎ (𝐹2,253 = 0.186, 𝑝 = .831) Coarse manipulation time 𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒 (𝐹3,253 = 3.084, 𝑝 = .030) 𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 (𝐹1,253 = 25.024, 𝑝 = .001) 𝐷𝑒𝑝𝑡ℎ (𝐹2,253 = 0.452, 𝑝 = .637) Re-position time 𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒 (𝐹3,253 = 3.861, 𝑝 = .010) 𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 (𝐹1,253 = 1.377, 𝑝 = .242) 𝐷𝑒𝑝𝑡ℎ (𝐹2,253 = 0.452, 𝑝 = .637) Movement distance 𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒 (𝐹3,253 = 13.559, 𝑝 = .001) 𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 (𝐹1,253 = 55.681, 𝑝 = .001) 𝐷𝑒𝑝𝑡ℎ (𝐹2,253 = 0.126, 𝑝 = .881) Movement rotation 𝑇𝑒𝑐ℎ𝑛𝑖𝑞𝑢𝑒 (𝐹3,253 = 15.663, 𝑝 = .001) 𝐿𝑎𝑡𝑒𝑟𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 (𝐹1,253 = 26.569, 𝑝 = .001) 𝐷𝑒𝑝𝑡ℎ (𝐹2,253 = 0.924, 𝑝 = .398)
  • 28. Interaction Lab., Seoul National University of Science and Technology ■Result(3/3) Study 1 : Evaluation(10/14) 28
  • 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) 29
  • 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) 30
  • 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) 31
  • 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) 32
  • 33. Study 2 : Application Discussion and conclusion 33
  • 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) 35
  • 36. Interaction Lab., Seoul National University of Science and Technology ■Interaction scenario Study 2 : Application(3/7) 36
  • 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) 37
  • 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) 38
  • 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) 39
  • 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) 40
  • 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)