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Human and Machine Dimensions of 3D Interfaces for Virtual Environments

Casey Boyd

Navigating and Acting in Virtual Environments (NAVE) Project
Institute of Cognitive Science and Department of Computer Science
University of Colorado, Boulder, CO 80309-0430
http://www.cs.colorado.edu/~cboyd/Home.html
cboyd@cs.colorado.edu, (303) 492-4800

© ACM

Abstract

This work explores two categories for evaluating and measuring virtual environment (VE) interfaces. One category concerns characteristics of the interface, such as its complexity and abstractness. The other category concerns the human capacities for understanding and using three-dimensional input/output devices. The results may help us predict the usability of VE interfaces and help us to design interfaces that are well matched to their intended users.

Keywords:

virtual environments, evaluation, navigation

Introduction

Interfaces to virtual environment systems are awkward. Part of that comes from having to wear cumbersome hardware devices. Technical developments will someday make the hardware small and lightweight, but we will still have serious problems in interacting with VEs. The persistent problems arise from characteristics of the interfaces we use to perform different tasks in VEs and from the perceptual, cognitive, and sensory-motor abilities of the human users, not from limitations of the hardware.

A VE system can offer its users many different interaction metaphors because of its freedom from physical constraints. A user could choose between a skateboard, a car, a boat, an airplane or helicopter, and a rocket. As powerful as each of those metaphors are, most people would crash immediately. Operator skills for complex and powerful vehicles are difficult to learn. Yet those vehicles might afford a navigation metaphor that is well suited to some tasks.[3]

The NAVE (Navigating and Acting in Virtual Environments) research group has developed some VE systems (figure 1) with several different models of navigation. Hundreds of visitors have tried the systems during a number of open houses. Individuals varied widely in their success at learning the interface controls. However, it seems that people in general are quick to learn the simpler interfaces and what slows them down with the others is the complexity of the command language and the indirectness of the mapping from user input to system response.

Simple interfaces constrain the capabilities of any system. An example of a simple VE interface is a walking model. A complex interface can add whole dimensions of control and interaction, but requires learning a command language and understanding the implications of the added power. Examples of more complex and powerful interfaces are an automobile simulator and an aircraft simulator.

Figure 1.


The hand holding a ball and throwing it through a window.

INTERFACE CHARACTERISTICS

Three-dimensional interface metaphors vary widely in their purpose and style. We can walk virtually inside an architectural model that is rendered natural looking with 3D computer graphics.[2, 4] People know how to walk from point A to point B and how to turn their head to orient themselves along the way. An interface can provide a walking metaphor by directly mapping the user's input to motion in the VE. A forward step in the real world is tracked and causes forward motion in the VE. A walking metaphor for navigating satisfies the requirements of an architectural walkthrough task.

Other tasks require other metaphors. Metaphors less direct than walking will use functional transformations between the input and control system layers. A user's input will be transformed somehow into a control sequence for moving the ego location through the VE. What will the transformation be? It may be more or less expressive, requiring the user to learn a command language of some complexity. It will occupy some point on a continuum of abstraction, depending on the navigation metaphor. It could simulate a realistic, natural motion or some new virtual motion free from physical constraints.

The Entity VE system used in this work implements several models of navigation.[1] The simplest one maps the sensor position and orientation directly into ego position and orientation in the VE. After a couple of minutes of play with the system, practically every user can successfully perform a simple task immediately after I suggest it. But a direct mapping model limits movement to the volume in the VE that corresponds to the sensor volume. No matter how much improvement we get in the range of tracking systems, we still won't be able to walk everywhere. We will need navigation models with greater range and speed.

One of the more powerful models resembles a jet backpack, but without momentum or inertia (figure 2). Once learned, it is fast and accurate over a long range and useful in close quarters because of sensitivity in the underlying model. Its cognitive cost is that the user must learn a simple, but non-trivial, control method. A three-dimensional joystick is activated by pressing a button held in the hand. This establishes a neutral origin point for the joystick. As hand motion is tracked, a 3D vector from the origin to the hand changes in direction and magnitude. The virtual movement rate is slow near the joystick origin and accelerates non-linearly as the user increases the vector magnitude.

Figure 2.


Flying through the yard with the backpack, controlled by the 3D joystick.

The three-dimensional joystick requires at least some pragmatic understanding of 3D vectors and the realization that the position of the joystick origin is reset each time the user activates it. Informal protocols indicate that some people use that feature without realizing it consciously. Others have trouble learning it even after it is explained to them.

One of my goals in this research is to explore which cognitive burdens of three-dimensional interfaces make them harder to learn and use.

INTERFACE TESTS

Subjects perform a standard task using three different three-dimensional VE interfaces. They move from a fixed starting point through some distance to the front end of a box and look inside it to see and identify a symbol pasted on the far end (figure 3). The box is made long and narrow to require fine control of position and orientation after the initial coarse motion and orientation. The time to complete the task with each different interface is recorded.

Figure 3.


Approaching the mailbox.

One interface uses a head-mounted display (HMD) and head tracking with a direct mapping or walking metaphor. The two other interfaces display the visual output on a workstation monitor and the viewpoint is projected into the subject's hand. Ego motion is tied to hand motion by tracking a hand-held 3D mouse. One of these two interfaces mimics the direct mapping motion paradigm of the head-tracked interface. The other one uses mouse buttons to implement a command language that includes a virtual 3D joystick for navigation.

HUMAN CHARACTERISTICS

Operating quickly and effectively in virtual environments sometimes requires complex and abstract interface techniques. However, people differ in their speed of learning new interaction techniques and their ability to use spatial visualization to make decisions. What are the cognitive and physical differences between people that affect their success in using VE systems?

For users, 3D interfaces are unfamiliar and puzzling. Performance at solving novel problems is measured as fluid intelligence with the Raven progressive matrices test.[5] The ability to understand spatial abstractions and visualize spatial relationships is tested with the Shepard-Metzler-Vandenberg mental rotation test.[6, 7] For use of the ambient visual system, performance on dynamic visual acuity has been found to correlate with driving skill. Field dependence/independence, in its original interpretation, reflects differences in the ability to orient an object depending on one's own orientation and visual context.[8, 9, 10]

The psychological and VE task results will be analyzed to see how well the tests predict a subject's performance with the different interfaces. The conclusions will be extended to the general population by comparing test results with previously published studies using the same psychological tests administered to large and diverse subject groups in studies such as the Hawaii family study.[7]

VIRTUAL ENVIRONMENT SYSTEM

Entity, the VE system used in this study, incorporates three-dimensional input (six degrees of freedom), stereoscopic visual display (HMD), binaural auditory output from a simple 3D acoustic model, and physical simulations for objects and their interactions (figure 4). It is written in C++, using an object-oriented design. It uses the SGI Graphics Library on Indigo workstations for graphical display. Three-dimensional input is provided by a Logitech ultrasonic tracking system.

The Entity system records task completion times and records all of a subject's input for playback at a later time. The save/replay feature lets the experimenter record the experiment without videotaping the subject.

Figure 4.


The hand dropping a ball that bounces off another ball.

CONCLUSION

The difficulties that some people have with some interfaces will not all go away when the input/output hardware becomes lightweight and natural to use. As VE systems become more realistic, interface limitations may converge towards individual limitations. But still, a VE can open ways to creatively augment our abilities and afford us ways to overcome some of our natural limitations and disabilities. Knowing the relevant dimensions of personal abilities and knowing their distribution in the general population will help systems designers make appropriate decisions to support different tasks and different user populations.

Acknowledgments

The NAVE project team, especially James Cox and Michael Romberg, made many valuable contributions to the various systems. We are grateful to Clayton Lewis for his help in establishing the NAVE lab.

References

1. Boyd, Casey. Navigating and Acting in Virtual Environments (NAVE) Research Group Home Page, http://www.cs.colorado.edu/~cboyd/Home.html, 1994.

2. Brooks, Frederick P. Walkthrough - A dynamic graphics system for simulating virtual buildings, in Interactive 3D Graphics (October 23-24, 1986).

3. Gibson, James J. The Ecological Approach to Visual Perception, Houghton-Mifflin, 1979.

4. Henry, Daniel and Tom Furness. Spatial Perception in Virtual Environments: Evaluating an architectural application, in Proc. IEEE Virtual Reality Annual International Symposium (September 18-22, 1993, Seattle, WA).

5. Raven, J. C. Progressive Matrices: A perceptual test of intelligence, Individual Form, London: H. K. Lewis, 1938.

6. Vandenberg, Steven G. and Allan R. Kuse. A group test of three-dimensional spatial visualization. Perceptual and Motor Skills, 47, (1978), 599-604.

7. Wilson, James R. et al. Cognitive Abilities: Use of family data as a control to assess sex and age differences in two ethnic groups. Int'l J. Aging and Human Development, 6,3, (1975), 261.

8. Cronbach, Lee J. Essentials of Psychological Testing, 3rd ed., Harper and Row, 1970.

9. Witkin, Herman A. and Donald R. Goodenough. Cognitive Styles, International Universities Press, 1981.

10. Willerman, Lee. The Psychology of Individual and Group Differences, W. H. Freeman, 1979.