2. Input for Selection and
Positioning
Devices
Power Law of Practice
Fitt’s Law (2D, 3D lag)
Eye hand coordination
Two handed
Methods and Metaphors
3. 5 Virtual DevicesAdapted from Wallace, 1976.
"The Semantics of Graphic Input Devices"
Button - Indicates Choice (binary)
- radio buttons are an extension of this concept.
Keyboard - Alpha numeric strings
- a lot of buttons (voice)
Pick Device - For selection of graphic objects
The canonical example of this is a light pen.
Locator - For specifying screen coords
- x, y position(e.g. mouse)
Valuator - generating floating point values:
A potentiometer.
4.
5.
6. Power Law of Practice
Time to perform a task is proportional to the log
of the number of times the task has been carried
out.
log(Tn) = log(T1) - α.log(n)
The law is usually expressed in terms of blocks
of trials since the time to perform a single trial is
too variable.
8. Fitt’s Law for position selection
MeanTime = C1 + C2log2(D/W + 0.5) (1)
MeanTime = C1 + C2log2(D/W + 1.0) (2)
Index of difficulty = log2(D/W + 1.0)
Index of performance = 1/C2
About 5-8 bits per second (many devices)
10. Control loop
Detect start
signal
No
Human Processing
Judge distance
to target
Effect hand
movement
In
Target?
Yes
Machine Processing
Update display
On to next task
Measure
hand position
11. Fish Tank VR (is head pos
important) is stereo important.
Head Position Tracking
Stereo Glasses
Ar
Mirror
Phantom
Virtual Image of Screen
Arsenault and Ware (2001) TOCHI
15. Effects of stereo in eye hand
coordination
Approx 3 bits per second (best case)
Mean Time (sec)
4
3
No Stereo
2
Stereo
1
0
0
1
2
3
4
Index of Difficulty (bits)
5
6
16. Effects of correct perspective
(HT)
Mean Time (sec)
4
3
No HT
2
HT
1
0
0
Index of
Performance
Summary
1
2
3
4
5
6
Index of Difficulty (bits)
No Stereo
Stereo
No HT
1.58
2.41
HT
1.75
2.70
In bits per second
17. Factors in input device design
Degrees of Freedom
Order of control (Milgram) p = a + bt + ct2
Mappings between devices and tasks
Position (0)
Velocity (1)
Acceleration (2)
S-R compatibility
Integral/separable
Isometric/compliant
18. Direct Manipulation
Visibility of objects and actions
Rapid reversability
< 100 msec lag in visual feedback
Users
Feelings of mastery and control
Ease of learning
Perceived Transparency “The user is able to apply
intellect directly to the task; the tool itself seems to
disappear”. (Rutowsky, 1982)
19. 3D Rotations with a 2D interface
Virtual Trackball (Chen, 17.5 seconds,
Hickley 26 sec.)
Arcball 26 seconds (Hinckely, 1997
Shoemake 1992)
20. Rotations 3dof
Ware: 55 seconds accuracy, 14 seconds
speed
Hinckley 3ball 20.7 f sec 14 m sec
Zhai 18 sec.
Wang: real object rotations of 45 deg in
less than a second
Ware and Rose: real object rotation <
2sec virtual objects, real handles
24. Ware and Rose: results
Hand in the same place as an object helps
(30 %).
Random end harder than random start.
Sphere vs shape match is a minor factor
29. Guiard’s Kinematic Chain Theory
The left and right hands make up a functional
kinematic chain: for right-handers, the right hand
moves relative to the output of the left hand.
General principles:
1. Right-to-left reference: The right hand
performs its motion relative to the frame of
reference set by the left hand.
2. Asymmetric scales: Different temporal-spatial
scales of motion.
3. Left hand precedence: The left hand precedes
the right: for example, the left hand first positions
the paper, then the right hand begins to write.
34. Frames of Reference
Retinocentric (2df) look at something
Head centered (2df) pan and tilt
Torso centered (2df) turn move forward
Hand centered (6df) object orientation
Exocentric: Object centered point
direction, intersection, docking, ROV
control