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Input: Devices and Theory
Input for Selection and
Positioning







Devices
Power Law of Practice
Fitt’s Law (2D, 3D lag)
Eye hand coordination
Two handed
Methods and Metaphors
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.
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.
Law of
Diminishing
Returns
Applicable to
Choice reaction
Typing
Many skilled behaviors
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)
Modified Fitt’s Law


MeanTime = C1 + C2(Human + Machine)ID
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
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
Effects of incorrect perspective
Task: Tapping from target to
target
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
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
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
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)
3D Rotations with a 2D interface




Virtual Trackball (Chen, 17.5 seconds,
Hickley 26 sec.)
Arcball 26 seconds (Hinckely, 1997
Shoemake 1992)
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
Handles Real and Virtual
Ware and Rose
Real Object Rotations


Hand in the same place as an object helps
Where, between real and virtual
does performance break down?
Monitor

Mirror
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
Experiment


Two objects:



Wire-frame, color coded tetrahedron
Solid shape
Results
Color result confirms
Hypothesis

Ineficiency (percent)

600
500
400
solid

300

wire

200
100
0
ball

No major difference
In efficiency

rod

vSphere

10
9
Time (seconds)

8
7
6

solid

5

wire

4
3
2
1
0
ball

rod

vSphere
Radical solutions



Gadget methods
Screen space methods
Props: Physical Objects that
Support Interaction (Hinckley)
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.
Two Handed Interaction




Props
Toolglasses and magic lenses
Tool use, e.g. rulers and guides
Gestures





Gestures can speed up input
Can be iconic
Sketch beautification
Erase, create objects, etc.
Dynamic Querie (Schneiderman)


Interactively expose an hide multidimensional discrete data.



One slider per data dimension.
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

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Install Stable Diffusion in windows machine
 

Visual thinking colin_ware_lectures_2013_13_interaction

  • 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.
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  • 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.
  • 7. Law of Diminishing Returns Applicable to Choice reaction Typing Many skilled behaviors
  • 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)
  • 9. Modified Fitt’s Law  MeanTime = C1 + C2(Human + Machine)ID
  • 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
  • 12. Effects of incorrect perspective
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  • 14. Task: Tapping from target to target
  • 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
  • 21. Handles Real and Virtual Ware and Rose
  • 22. Real Object Rotations  Hand in the same place as an object helps
  • 23. Where, between real and virtual does performance break down? Monitor Mirror
  • 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
  • 26. Results Color result confirms Hypothesis Ineficiency (percent) 600 500 400 solid 300 wire 200 100 0 ball No major difference In efficiency rod vSphere 10 9 Time (seconds) 8 7 6 solid 5 wire 4 3 2 1 0 ball rod vSphere
  • 28. Props: Physical Objects that Support Interaction (Hinckley)
  • 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.
  • 30. Two Handed Interaction    Props Toolglasses and magic lenses Tool use, e.g. rulers and guides
  • 32.     Gestures can speed up input Can be iconic Sketch beautification Erase, create objects, etc.
  • 33. Dynamic Querie (Schneiderman)  Interactively expose an hide multidimensional discrete data.  One slider per data dimension.
  • 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