SlideShare a Scribd company logo
1 of 48
Download to read offline
LECTURE 6: VIRTUAL
REALITY INPUT DEVICES
COMP 4026 – Advanced HCI
Semester 5 – 2016
Bruce Thomas, Mark Billinghurst
University of South Australia
August 23rd 2016
•  Audio Displays
•  Synthesizing audio
•  Sound mixing
•  Spatial Audio Display
•  HRTF, Google VR Spatial Audio SDK
•  VR Tracking
•  Performance criteria
•  Latency, accuracy, update, drift, etc.
•  Tracking technologies
•  Mechanical, electromagnetic, visual, etc
•  Example Vive Lighthouse Tracking
Recap – Last Week
VR INPUT DEVICES
VR Input Devices
•  Physical devices that convey information into the application
and support interaction in the Virtual Environment
Mapping Between Input and Output
Input
Output
Motivation
•  Mouse and keyboard are good for desktop UI tasks
•  Text entry, selection, drag and drop, scrolling, rubber banding, …
•  2D mouse for 2D windows
•  What devices are best for 3D input in VR?
•  Use multiple 2D input devices?
•  Use new types of devices?
vs.
Input Device Characteristics
•  Size and shape, encumbrance
•  Degrees of Freedom
•  Integrated (mouse) vs. separable (Etch-a-sketch)
•  Direct vs. indirect manipulation
•  Relative vs. Absolute input
•  Relative: measure difference between current and last input (mouse)
•  Absolute: measure input relative to a constant point of reference (tablet)
•  Rate control vs. position control
•  Isometric vs. Isotonic
•  Isometric: measure pressure or force with no actual movement
•  Isotonic: measure deflection from a center point (e.g. mouse)
Hand Input Devices
•  Devices that integrate hand input into VR
•  World-Grounded input devices
•  Devices fixed in real world (e.g. joystick)
•  Non-Tracked handheld controllers
•  Devices held in hand, but not tracked in 3D (e.g. xbox controller)
•  Tracked handheld controllers
•  Physical device with 6 DOF tracking inside (e.g. Vive controllers)
•  Hand-Worn Devices
•  Gloves, EMG bands, rings, or devices worn on hand/arm
•  Bare Hand Input
•  Using technology to recognize natural hand input
World Grounded Devices
•  Devices constrained or fixed in real world
•  Not ideal for VR
•  Constrains user motion
•  Good for VR vehicle metaphor
•  Used in location based entertainment (e.g. Disney Aladdin ride)
Disney Aladdin Magic Carpet VR Ride
Non-Tracked Handheld Controllers
• Devices held in hand
•  Buttons, joysticks, game controllers, etc.
• Traditional video game controllers
•  Xbox controller
Tracked Handheld Controllers
•  Handheld controller with 6 DOF tracking
•  Combines button/joystick input plus tracking
•  One of the best options for VR applications
•  Physical prop enhancing VR presence
•  Providing proprioceptive, passive haptic touch cues
•  Direct mapping to real hand motion
HTC Vive Controllers Oculus Touch Controllers
Example: Sixense STEM
•  Wireless motion tracking + button input
•  Electromagnetic tracking, 8 foot range, 5 tracked receivers
•  http://sixense.com/wireless
Demo Video
https://www.youtube.com/watch?v=2lY3XI0zDWw
Cubic Mouse
•  Plastic box
•  Polhemus Fastrack inside (magnetic 6 DOF tracking)
•  3 translating rods, 6 buttons
•  Two handed interface
•  Supports object rotation, zooming, cutting plane, etc.
Fröhlich, B., & Plate, J. (2000). The cubic mouse: a new device for three-dimensional input.
In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp.
526-531). ACM.
Cubic Mouse Video
•  https://www.youtube.com/watch?v=1WuH7ezv_Gs
Hand Worn Devices
•  Devices worn on hands/arms
•  Glove, EMG sensors, rings, etc.
•  Advantages
•  Natural input with potentially rich gesture interaction
•  Hands can be held in comfortable positions – no line of sight issues
•  Hands and fingers can fully interact with real objects
Data Gloves
•  Bend sensing gloves
•  Passive input device
•  Detecting hand posture and gestures
•  Continuous raw data from bend sensors
•  Fibre optic, resistive ink, strain-gauge
•  Large DOF output, natural hand output
•  Pinch gloves
•  Conductive material at fingertips
•  Determine if fingertips touching
•  Used for discrete input
•  Object selection, mode switching, etc.
How Pinch Gloves Work
•  Contact between conductive
fabric completes circuit
•  Each finger receives voltage
in turn (T3 – T7)
•  Look for output voltage at
different times
Example: Cyberglove
•  Invented to support sign language
•  Technology
•  Thin electrical strain gauges over fingers
•  Bending sensors changes resistence
•  18-22 sensors per glove, 120 Hz samples
•  Sensor resolution 0.5
o
•  Very expensive
•  >$10,000/glove
•  http://www.cyberglovesystems.com
How CyberGlove Works
•  Strain gauge at joints
•  Connected to A/D converter
Demo Video
https://www.youtube.com/watch?v=IUNx4FgQmas
StretchSense
•  Wearable motion capture sensors
•  Capacitive sensors
•  Measure stretch, pressure, bend, shear
•  Many applications
•  Garments, gloves, etc.
•  http://stretchsense.com/
StretchSense Glove Demo
https://www.youtube.com/watch?v=wYsZS0p5uu8
Comparison of Glove Performance
From Burdea, Virtual Reality Technology, 2003
Bare Hands
•  Using computer vision to track bare hand input
•  Creates compelling sense of Presence, natural interaction
•  Challenges need to be solved
•  Not having sense of touch
•  Line of sight required to sensor
•  Fatigue from holding hands in front of sensor
Leap Motion
•  IR based sensor for hand tracking ($50 USD)
•  HMD + Leap Motion = Hand input in VR
•  Technology
•  3 IR LEDS and 2 wide angle cameras
•  The LEDS generate patternless IR light
•  IR reflections picked up by cameras
•  Software performs hand tracking
•  Performance
•  1m range, 0.7 mm accuracy, 200Hz
•  https://www.leapmotion.com/
Example: Leap Motion
https://www.youtube.com/watch?v=QD4qQBL0X80
Non-Hand Input Devices
• Capturing input from other parts of the body
• Head Tracking
•  Use head motion for input
• Eye Tracking
•  Largely unexplored for VR
• Microphones
•  Audio input, speech
• Full-Body tracking
•  Motion capture, body movement
Eye Tracking
•  Technology
•  Shine IR light into eye and look for reflections
•  Advantages
•  Provides natural hands-free input
•  Gaze provides cues as to user attention
•  Can be combined with other input technologies
Example: FOVE VR Headset
•  Eye tracker integrated into VR HMD
•  Gaze driven user interface, foveated rendering
•  https://www.youtube.com/watch?v=8dwdzPaqsDY
Pupil Labs VIVE/Oculus Add-ons
•  Adds eye-tracking to HTC Vive/Oculus Rift HMDs
•  Mono or stereo eye-tracking
•  120 Hz eye tracking, gaze accuracy of 0.6° with precision of 0.08°
•  Open source software for eye-tracking
•  https://pupil-labs.com/pupil/
Full Body Tracking
•  Adding full-body input into VR
•  Creates illusion of self-embodiment
•  Significantly enhances sense of Presence
•  Technologies
•  Motion capture suit, camera based systems
•  Can track large number of significant feature points
Camera Based Motion Capture
•  Use multiple cameras
•  Reflective markers on body
•  Eg – Opitrack (www.optitrack.com)
•  120 – 360 fps, < 10ms latency, < 1mm accuracy
Opitrack Demo
https://www.youtube.com/watch?v=tBAvjU0ScuI
Wearable Motion Capture: PrioVR
•  Wearable motion capture system
•  8 – 17 inertial sensors + wireless data transmission
•  30 – 40m range, 7.5 ms latency, 0.09
o
precision
•  Supports full range of motion, no occlusion
•  www.priovr.com
PrioVR Demo
https://www.youtube.com/watch?v=q72iErtvhNc
Pedestrian Devices
• Pedestrian input in VR
•  Walking/running in VR
• Virtuix Omni
•  Special shoes
•  http://www.virtuix.com
• Cyberith Virtualizer
•  Socks + slippery surface
•  http://cyberith.com
Cyberith Virtualizer Demo
https://www.youtube.com/watch?v=R8lmf3OFrms
Virtusphere
• Fully immersive sphere
•  Support walking, running in VR
•  Person inside trackball
• http://www.virtusphere.com
Virtusphere Demo
https://www.youtube.com/watch?v=5PSFCnrk0GI
Omnidirectional Treadmills
•  Infinadeck
•  2 axis treadmill, flexible material
•  Tracks user to keep them in centre
•  Limitless walking input in VR
•  www.infinadeck.com
Infinadeck Demo
https://www.youtube.com/watch?v=seML5CQBzP8
Comparison Between Devices
From Jerald (2015)
Input Device Taxonomies
•  Helps to determine:
•  Which devices can be used for each other
•  What devices to use for particular tasks
•  Many different approaches
•  Separate the input device from interaction technique (Foley 1974)
•  Mapping basic interactive tasks to devices (Foley 1984)
•  Basic tasks – select, position, orient, etc.
•  Devices – mouse, joystick, touch panel, etc.
•  Consider Degrees of Freedom and properties sensed (Buxton 1983)
•  motion, position, pressure
•  Distinguish bet. absolute/relative input, individual axes (Mackinlay 1990)
•  separate translation, rotation axes instead of using DOF
Foley and Wallace Taxonomy (1974)
Separate device from
interaction technique
Buxton Input Device Taxonomy (Buxton 1983)
•  Classified according to degrees of freedom and property sensed
•  M = devise uses an intermediary between hand and sensing system
•  T = touch sensitive
Mackinlay, Card, Robertson Taxonomy (1990)
P = position
dP = movement
F = force
dF = delta force
R = angle
dR = delta angle
T = torque
dT = delta torque
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

More Related Content

What's hot

Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsMark Billinghurst
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsMark Billinghurst
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XRMark Billinghurst
 
Comp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research DirectionsComp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research DirectionsMark Billinghurst
 
Comp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRComp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRMark Billinghurst
 
HCI : Virtual reality (AUGMENTED & MIXED REALITY)
HCI : Virtual reality (AUGMENTED & MIXED REALITY)HCI : Virtual reality (AUGMENTED & MIXED REALITY)
HCI : Virtual reality (AUGMENTED & MIXED REALITY)Yasmin Zahir
 
Future Directions for Augmented Reality
Future Directions for Augmented RealityFuture Directions for Augmented Reality
Future Directions for Augmented RealityMark Billinghurst
 
Comp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRComp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRMark Billinghurst
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional InterfacesMark Billinghurst
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Mark Billinghurst
 
COMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual RealityCOMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignMark Billinghurst
 
Virtual Reality vs Augmented Reality - Knowing the Difference
Virtual Reality vs Augmented Reality - Knowing the DifferenceVirtual Reality vs Augmented Reality - Knowing the Difference
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
 
Comp4010 Lecture5 Interaction and Prototyping
Comp4010 Lecture5 Interaction and PrototypingComp4010 Lecture5 Interaction and Prototyping
Comp4010 Lecture5 Interaction and PrototypingMark Billinghurst
 

What's hot (20)

Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR Systems
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research Directions
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR
 
Virtual reality
Virtual realityVirtual reality
Virtual reality
 
Comp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research DirectionsComp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research Directions
 
Comp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRComp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XR
 
HCI : Virtual reality (AUGMENTED & MIXED REALITY)
HCI : Virtual reality (AUGMENTED & MIXED REALITY)HCI : Virtual reality (AUGMENTED & MIXED REALITY)
HCI : Virtual reality (AUGMENTED & MIXED REALITY)
 
Future Directions for Augmented Reality
Future Directions for Augmented RealityFuture Directions for Augmented Reality
Future Directions for Augmented Reality
 
Virtual Reality
Virtual RealityVirtual Reality
Virtual Reality
 
Comp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRComp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VR
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional Interfaces
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality
 
COMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual RealityCOMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual Reality
 
Virtual reality
Virtual realityVirtual reality
Virtual reality
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface Design
 
Virtual Reality vs Augmented Reality - Knowing the Difference
Virtual Reality vs Augmented Reality - Knowing the DifferenceVirtual Reality vs Augmented Reality - Knowing the Difference
Virtual Reality vs Augmented Reality - Knowing the Difference
 
AR-VR Workshop
AR-VR WorkshopAR-VR Workshop
AR-VR Workshop
 
Comp4010 Lecture5 Interaction and Prototyping
Comp4010 Lecture5 Interaction and PrototypingComp4010 Lecture5 Interaction and Prototyping
Comp4010 Lecture5 Interaction and Prototyping
 

Viewers also liked

COMP 4010 Lecture5 VR Audio and Tracking
COMP 4010 Lecture5 VR Audio and TrackingCOMP 4010 Lecture5 VR Audio and Tracking
COMP 4010 Lecture5 VR Audio and TrackingMark Billinghurst
 
COMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionCOMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionMark Billinghurst
 
COMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityCOMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
 
COMP 4010 Lecture3: Human Perception
COMP 4010 Lecture3: Human PerceptionCOMP 4010 Lecture3: Human Perception
COMP 4010 Lecture3: Human PerceptionMark Billinghurst
 
Building VR Applications For Google Cardboard
Building VR Applications For Google CardboardBuilding VR Applications For Google Cardboard
Building VR Applications For Google CardboardMark Billinghurst
 
COMP 4010 Lecture10: AR Tracking
COMP 4010 Lecture10: AR TrackingCOMP 4010 Lecture10: AR Tracking
COMP 4010 Lecture10: AR TrackingMark Billinghurst
 
COMP 4010 Lecture9 AR Displays
COMP 4010 Lecture9 AR DisplaysCOMP 4010 Lecture9 AR Displays
COMP 4010 Lecture9 AR DisplaysMark Billinghurst
 
COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARMark Billinghurst
 
Virtual Reality: Sensing the Possibilities
Virtual Reality: Sensing the PossibilitiesVirtual Reality: Sensing the Possibilities
Virtual Reality: Sensing the PossibilitiesMark Billinghurst
 
COMP 4026 Lecture4: Processing and Advanced Interface Technology
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyCOMP 4026 Lecture4: Processing and Advanced Interface Technology
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyMark Billinghurst
 
COMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable ComputingCOMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable ComputingMark Billinghurst
 
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesVSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
 
Using AR for Vehicle Navigation
Using AR for Vehicle NavigationUsing AR for Vehicle Navigation
Using AR for Vehicle NavigationMark Billinghurst
 
Introduction to Augmented Reality
Introduction to Augmented RealityIntroduction to Augmented Reality
Introduction to Augmented RealityMark Billinghurst
 
COMP 4026 Lecture 5 OpenFrameworks and Soli
COMP 4026 Lecture 5 OpenFrameworks and SoliCOMP 4026 Lecture 5 OpenFrameworks and Soli
COMP 4026 Lecture 5 OpenFrameworks and SoliMark Billinghurst
 
2013 Lecture 6: AR User Interface Design Guidelines
2013 Lecture 6: AR User Interface Design Guidelines2013 Lecture 6: AR User Interface Design Guidelines
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
 
Designing UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality AppsDesigning UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
 

Viewers also liked (20)

COMP 4010 Lecture5 VR Audio and Tracking
COMP 4010 Lecture5 VR Audio and TrackingCOMP 4010 Lecture5 VR Audio and Tracking
COMP 4010 Lecture5 VR Audio and Tracking
 
COMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionCOMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR Interaction
 
COMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityCOMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual Reality
 
COMP 4010 Lecture3: Human Perception
COMP 4010 Lecture3: Human PerceptionCOMP 4010 Lecture3: Human Perception
COMP 4010 Lecture3: Human Perception
 
Building VR Applications For Google Cardboard
Building VR Applications For Google CardboardBuilding VR Applications For Google Cardboard
Building VR Applications For Google Cardboard
 
COMP 4010 Lecture10: AR Tracking
COMP 4010 Lecture10: AR TrackingCOMP 4010 Lecture10: AR Tracking
COMP 4010 Lecture10: AR Tracking
 
COMP 4010 Lecture9 AR Displays
COMP 4010 Lecture9 AR DisplaysCOMP 4010 Lecture9 AR Displays
COMP 4010 Lecture9 AR Displays
 
COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in AR
 
Ismar 2016 Presentation
Ismar 2016 PresentationIsmar 2016 Presentation
Ismar 2016 Presentation
 
AR in Education
AR in EducationAR in Education
AR in Education
 
Virtual Reality: Sensing the Possibilities
Virtual Reality: Sensing the PossibilitiesVirtual Reality: Sensing the Possibilities
Virtual Reality: Sensing the Possibilities
 
Virtual Reality
Virtual RealityVirtual Reality
Virtual Reality
 
COMP 4026 Lecture4: Processing and Advanced Interface Technology
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyCOMP 4026 Lecture4: Processing and Advanced Interface Technology
COMP 4026 Lecture4: Processing and Advanced Interface Technology
 
COMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable ComputingCOMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable Computing
 
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesVSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
 
Using AR for Vehicle Navigation
Using AR for Vehicle NavigationUsing AR for Vehicle Navigation
Using AR for Vehicle Navigation
 
Introduction to Augmented Reality
Introduction to Augmented RealityIntroduction to Augmented Reality
Introduction to Augmented Reality
 
COMP 4026 Lecture 5 OpenFrameworks and Soli
COMP 4026 Lecture 5 OpenFrameworks and SoliCOMP 4026 Lecture 5 OpenFrameworks and Soli
COMP 4026 Lecture 5 OpenFrameworks and Soli
 
2013 Lecture 6: AR User Interface Design Guidelines
2013 Lecture 6: AR User Interface Design Guidelines2013 Lecture 6: AR User Interface Design Guidelines
2013 Lecture 6: AR User Interface Design Guidelines
 
Designing UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality AppsDesigning UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality Apps
 

Similar to COMP 4010 Lecture6 - Virtual Reality Input Devices

COMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR SystemsCOMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR SystemsMark Billinghurst
 
Interaction modalities, technologies and tools for interactive art
Interaction modalities, technologies and tools for interactive artInteraction modalities, technologies and tools for interactive art
Interaction modalities, technologies and tools for interactive artJorge Cardoso
 
virtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdfvirtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdf21107117
 
Introduction to DaydreamVR from DevFestDC 2017
Introduction to DaydreamVR from DevFestDC 2017Introduction to DaydreamVR from DevFestDC 2017
Introduction to DaydreamVR from DevFestDC 2017Jared Sheehan
 
eng.pptx
eng.pptxeng.pptx
eng.pptxZuine
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: PerceptionMark Billinghurst
 
Mobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research DirectionsMobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research DirectionsMark Billinghurst
 
Virtual reality (vr)
Virtual  reality (vr)Virtual  reality (vr)
Virtual reality (vr)MiteshGupta15
 
Introduction to daydream for AnDevCon DC - 2017
Introduction to daydream for AnDevCon DC - 2017Introduction to daydream for AnDevCon DC - 2017
Introduction to daydream for AnDevCon DC - 2017Jared Sheehan
 
Virtual Reality
Virtual RealityVirtual Reality
Virtual RealityOmar Ghazi
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR TechnologyMark Billinghurst
 
2016 AR Summer School - Lecture 5
2016 AR Summer School - Lecture 52016 AR Summer School - Lecture 5
2016 AR Summer School - Lecture 5Mark Billinghurst
 
Immersive technologies.pptx
Immersive technologies.pptxImmersive technologies.pptx
Immersive technologies.pptxAnandSri5
 
Application in Augmented and Virtual Reality
Application in Augmented and Virtual RealityApplication in Augmented and Virtual Reality
Application in Augmented and Virtual RealityMark Billinghurst
 
COMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User InterfacesCOMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User InterfacesMark Billinghurst
 

Similar to COMP 4010 Lecture6 - Virtual Reality Input Devices (20)

COMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR SystemsCOMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR Systems
 
Lecture3 - VR Technology
Lecture3 - VR TechnologyLecture3 - VR Technology
Lecture3 - VR Technology
 
Lecture 4: VR Systems
Lecture 4: VR SystemsLecture 4: VR Systems
Lecture 4: VR Systems
 
Interaction modalities, technologies and tools for interactive art
Interaction modalities, technologies and tools for interactive artInteraction modalities, technologies and tools for interactive art
Interaction modalities, technologies and tools for interactive art
 
Virtual Reality
Virtual RealityVirtual Reality
Virtual Reality
 
virtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdfvirtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdf
 
Introduction to DaydreamVR from DevFestDC 2017
Introduction to DaydreamVR from DevFestDC 2017Introduction to DaydreamVR from DevFestDC 2017
Introduction to DaydreamVR from DevFestDC 2017
 
eng.pptx
eng.pptxeng.pptx
eng.pptx
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
Mobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research DirectionsMobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research Directions
 
Gesture control
Gesture controlGesture control
Gesture control
 
Virtual reality (vr)
Virtual  reality (vr)Virtual  reality (vr)
Virtual reality (vr)
 
Introduction to daydream for AnDevCon DC - 2017
Introduction to daydream for AnDevCon DC - 2017Introduction to daydream for AnDevCon DC - 2017
Introduction to daydream for AnDevCon DC - 2017
 
Virtual Reality
Virtual RealityVirtual Reality
Virtual Reality
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology
 
2016 AR Summer School - Lecture 5
2016 AR Summer School - Lecture 52016 AR Summer School - Lecture 5
2016 AR Summer School - Lecture 5
 
Project soli
Project soliProject soli
Project soli
 
Immersive technologies.pptx
Immersive technologies.pptxImmersive technologies.pptx
Immersive technologies.pptx
 
Application in Augmented and Virtual Reality
Application in Augmented and Virtual RealityApplication in Augmented and Virtual Reality
Application in Augmented and Virtual Reality
 
COMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User InterfacesCOMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User Interfaces
 

More from Mark Billinghurst

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024Mark Billinghurst
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented RealityMark Billinghurst
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesMark Billinghurst
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VRMark Billinghurst
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR SystemsMark Billinghurst
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR SystemsMark Billinghurst
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR PrototypingMark Billinghurst
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR InteractionMark Billinghurst
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
 
Advanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARAdvanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARMark Billinghurst
 

More from Mark Billinghurst (17)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented Reality
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR Experiences
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the Metaverse
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the Metaverse
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader Metaverse
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR Systems
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive Analytics
 
Metaverse Learning
Metaverse LearningMetaverse Learning
Metaverse Learning
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole Metaverse
 
Advanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARAdvanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise AR
 

Recently uploaded

From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationSafe Software
 
Slack Application Development 101 Slides
Slack Application Development 101 SlidesSlack Application Development 101 Slides
Slack Application Development 101 Slidespraypatel2
 
WhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure service
WhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure serviceWhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure service
WhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure servicePooja Nehwal
 
CNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of ServiceCNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of Servicegiselly40
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxMalak Abu Hammad
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Drew Madelung
 
Developing An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilDeveloping An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilV3cube
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsEnterprise Knowledge
 
Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Enterprise Knowledge
 
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Igalia
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Paola De la Torre
 
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking MenDelhi Call girls
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationRadu Cotescu
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfEnterprise Knowledge
 
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking MenDelhi Call girls
 
Top 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live StreamsTop 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live StreamsRoshan Dwivedi
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityPrincipled Technologies
 

Recently uploaded (20)

From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Slack Application Development 101 Slides
Slack Application Development 101 SlidesSlack Application Development 101 Slides
Slack Application Development 101 Slides
 
WhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure service
WhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure serviceWhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure service
WhatsApp 9892124323 ✓Call Girls In Kalyan ( Mumbai ) secure service
 
CNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of ServiceCNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of Service
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 
Developing An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilDeveloping An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of Brazil
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
 
Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...
 
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101
 
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
 
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
 
Top 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live StreamsTop 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live Streams
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivity
 

COMP 4010 Lecture6 - Virtual Reality Input Devices

  • 1. LECTURE 6: VIRTUAL REALITY INPUT DEVICES COMP 4026 – Advanced HCI Semester 5 – 2016 Bruce Thomas, Mark Billinghurst University of South Australia August 23rd 2016
  • 2. •  Audio Displays •  Synthesizing audio •  Sound mixing •  Spatial Audio Display •  HRTF, Google VR Spatial Audio SDK •  VR Tracking •  Performance criteria •  Latency, accuracy, update, drift, etc. •  Tracking technologies •  Mechanical, electromagnetic, visual, etc •  Example Vive Lighthouse Tracking Recap – Last Week
  • 4. VR Input Devices •  Physical devices that convey information into the application and support interaction in the Virtual Environment
  • 5. Mapping Between Input and Output Input Output
  • 6. Motivation •  Mouse and keyboard are good for desktop UI tasks •  Text entry, selection, drag and drop, scrolling, rubber banding, … •  2D mouse for 2D windows •  What devices are best for 3D input in VR? •  Use multiple 2D input devices? •  Use new types of devices? vs.
  • 7. Input Device Characteristics •  Size and shape, encumbrance •  Degrees of Freedom •  Integrated (mouse) vs. separable (Etch-a-sketch) •  Direct vs. indirect manipulation •  Relative vs. Absolute input •  Relative: measure difference between current and last input (mouse) •  Absolute: measure input relative to a constant point of reference (tablet) •  Rate control vs. position control •  Isometric vs. Isotonic •  Isometric: measure pressure or force with no actual movement •  Isotonic: measure deflection from a center point (e.g. mouse)
  • 8. Hand Input Devices •  Devices that integrate hand input into VR •  World-Grounded input devices •  Devices fixed in real world (e.g. joystick) •  Non-Tracked handheld controllers •  Devices held in hand, but not tracked in 3D (e.g. xbox controller) •  Tracked handheld controllers •  Physical device with 6 DOF tracking inside (e.g. Vive controllers) •  Hand-Worn Devices •  Gloves, EMG bands, rings, or devices worn on hand/arm •  Bare Hand Input •  Using technology to recognize natural hand input
  • 9. World Grounded Devices •  Devices constrained or fixed in real world •  Not ideal for VR •  Constrains user motion •  Good for VR vehicle metaphor •  Used in location based entertainment (e.g. Disney Aladdin ride) Disney Aladdin Magic Carpet VR Ride
  • 10. Non-Tracked Handheld Controllers • Devices held in hand •  Buttons, joysticks, game controllers, etc. • Traditional video game controllers •  Xbox controller
  • 11. Tracked Handheld Controllers •  Handheld controller with 6 DOF tracking •  Combines button/joystick input plus tracking •  One of the best options for VR applications •  Physical prop enhancing VR presence •  Providing proprioceptive, passive haptic touch cues •  Direct mapping to real hand motion HTC Vive Controllers Oculus Touch Controllers
  • 12. Example: Sixense STEM •  Wireless motion tracking + button input •  Electromagnetic tracking, 8 foot range, 5 tracked receivers •  http://sixense.com/wireless
  • 14. Cubic Mouse •  Plastic box •  Polhemus Fastrack inside (magnetic 6 DOF tracking) •  3 translating rods, 6 buttons •  Two handed interface •  Supports object rotation, zooming, cutting plane, etc. Fröhlich, B., & Plate, J. (2000). The cubic mouse: a new device for three-dimensional input. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 526-531). ACM.
  • 15. Cubic Mouse Video •  https://www.youtube.com/watch?v=1WuH7ezv_Gs
  • 16. Hand Worn Devices •  Devices worn on hands/arms •  Glove, EMG sensors, rings, etc. •  Advantages •  Natural input with potentially rich gesture interaction •  Hands can be held in comfortable positions – no line of sight issues •  Hands and fingers can fully interact with real objects
  • 17. Data Gloves •  Bend sensing gloves •  Passive input device •  Detecting hand posture and gestures •  Continuous raw data from bend sensors •  Fibre optic, resistive ink, strain-gauge •  Large DOF output, natural hand output •  Pinch gloves •  Conductive material at fingertips •  Determine if fingertips touching •  Used for discrete input •  Object selection, mode switching, etc.
  • 18. How Pinch Gloves Work •  Contact between conductive fabric completes circuit •  Each finger receives voltage in turn (T3 – T7) •  Look for output voltage at different times
  • 19. Example: Cyberglove •  Invented to support sign language •  Technology •  Thin electrical strain gauges over fingers •  Bending sensors changes resistence •  18-22 sensors per glove, 120 Hz samples •  Sensor resolution 0.5 o •  Very expensive •  >$10,000/glove •  http://www.cyberglovesystems.com
  • 20. How CyberGlove Works •  Strain gauge at joints •  Connected to A/D converter
  • 22. StretchSense •  Wearable motion capture sensors •  Capacitive sensors •  Measure stretch, pressure, bend, shear •  Many applications •  Garments, gloves, etc. •  http://stretchsense.com/
  • 24. Comparison of Glove Performance From Burdea, Virtual Reality Technology, 2003
  • 25. Bare Hands •  Using computer vision to track bare hand input •  Creates compelling sense of Presence, natural interaction •  Challenges need to be solved •  Not having sense of touch •  Line of sight required to sensor •  Fatigue from holding hands in front of sensor
  • 26. Leap Motion •  IR based sensor for hand tracking ($50 USD) •  HMD + Leap Motion = Hand input in VR •  Technology •  3 IR LEDS and 2 wide angle cameras •  The LEDS generate patternless IR light •  IR reflections picked up by cameras •  Software performs hand tracking •  Performance •  1m range, 0.7 mm accuracy, 200Hz •  https://www.leapmotion.com/
  • 28. Non-Hand Input Devices • Capturing input from other parts of the body • Head Tracking •  Use head motion for input • Eye Tracking •  Largely unexplored for VR • Microphones •  Audio input, speech • Full-Body tracking •  Motion capture, body movement
  • 29. Eye Tracking •  Technology •  Shine IR light into eye and look for reflections •  Advantages •  Provides natural hands-free input •  Gaze provides cues as to user attention •  Can be combined with other input technologies
  • 30. Example: FOVE VR Headset •  Eye tracker integrated into VR HMD •  Gaze driven user interface, foveated rendering •  https://www.youtube.com/watch?v=8dwdzPaqsDY
  • 31. Pupil Labs VIVE/Oculus Add-ons •  Adds eye-tracking to HTC Vive/Oculus Rift HMDs •  Mono or stereo eye-tracking •  120 Hz eye tracking, gaze accuracy of 0.6° with precision of 0.08° •  Open source software for eye-tracking •  https://pupil-labs.com/pupil/
  • 32. Full Body Tracking •  Adding full-body input into VR •  Creates illusion of self-embodiment •  Significantly enhances sense of Presence •  Technologies •  Motion capture suit, camera based systems •  Can track large number of significant feature points
  • 33. Camera Based Motion Capture •  Use multiple cameras •  Reflective markers on body •  Eg – Opitrack (www.optitrack.com) •  120 – 360 fps, < 10ms latency, < 1mm accuracy
  • 35. Wearable Motion Capture: PrioVR •  Wearable motion capture system •  8 – 17 inertial sensors + wireless data transmission •  30 – 40m range, 7.5 ms latency, 0.09 o precision •  Supports full range of motion, no occlusion •  www.priovr.com
  • 37. Pedestrian Devices • Pedestrian input in VR •  Walking/running in VR • Virtuix Omni •  Special shoes •  http://www.virtuix.com • Cyberith Virtualizer •  Socks + slippery surface •  http://cyberith.com
  • 39. Virtusphere • Fully immersive sphere •  Support walking, running in VR •  Person inside trackball • http://www.virtusphere.com
  • 41. Omnidirectional Treadmills •  Infinadeck •  2 axis treadmill, flexible material •  Tracks user to keep them in centre •  Limitless walking input in VR •  www.infinadeck.com
  • 44. Input Device Taxonomies •  Helps to determine: •  Which devices can be used for each other •  What devices to use for particular tasks •  Many different approaches •  Separate the input device from interaction technique (Foley 1974) •  Mapping basic interactive tasks to devices (Foley 1984) •  Basic tasks – select, position, orient, etc. •  Devices – mouse, joystick, touch panel, etc. •  Consider Degrees of Freedom and properties sensed (Buxton 1983) •  motion, position, pressure •  Distinguish bet. absolute/relative input, individual axes (Mackinlay 1990) •  separate translation, rotation axes instead of using DOF
  • 45. Foley and Wallace Taxonomy (1974) Separate device from interaction technique
  • 46. Buxton Input Device Taxonomy (Buxton 1983) •  Classified according to degrees of freedom and property sensed •  M = devise uses an intermediary between hand and sensing system •  T = touch sensitive
  • 47. Mackinlay, Card, Robertson Taxonomy (1990) P = position dP = movement F = force dF = delta force R = angle dR = delta angle T = torque dT = delta torque