Interacting with Virtual World<br />
Interface Metaphors<br />
Use metaphors have become ubiquitous in the society<br />Representation metaphors<br />
Manipulation<br />
Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
Properties of Manipulation<br />Feedback<br />Ratcheting<br />Constraints<br />Distance<br />Pointer beam scope<br />Hyste...
Feedback - Haptic<br />
Constraints – 6DOF<br />
Bimanual Interface – More than one hand<br />Ratcheting – Continuous movement (mouse)<br />Pointer beam scope – reach far ...
Interaction Design
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Interaction Design

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What it takes to design interaction

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  • interface gestures that mimic real world interaction
  • devices the user can physically touch
  • devices the user can virtually touch
  • commands to an entity in the virtual world
  • Interaction Design

    1. 1. Interacting with Virtual World<br />
    2. 2. Interface Metaphors<br />
    3. 3. Use metaphors have become ubiquitous in the society<br />Representation metaphors<br />
    4. 4. Manipulation<br />
    5. 5. Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
    6. 6. Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
    7. 7. Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
    8. 8. Manipulation<br />1. Direct user control<br />2. Physical control<br />3. Virtual control<br />4. Agent Control<br />
    9. 9. Properties of Manipulation<br />Feedback<br />Ratcheting<br />Constraints<br />Distance<br />Pointer beam scope<br />Hysteresis<br />Frame of reference<br />Bimanual interface<br />Control location<br />Control visibility<br />Movement formula (control order and gain)<br />
    10. 10. Feedback - Haptic<br />
    11. 11. Constraints – 6DOF<br />
    12. 12. Bimanual Interface – More than one hand<br />Ratcheting – Continuous movement (mouse)<br />Pointer beam scope – reach far distance<br />Movement formula (control order and gain)<br />Distance – too far<br />Control visibility<br />

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