Pointing: Image-Plane The Kids in the Hall

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1 COMS W4172 Selection and Manipulation 3 Steven Feiner Department of Computer Science Columbia University New York, NY March 27, Pointing: Image-Plane The Kids in the Hall Like eye hand ray casting, but Selection occurs in 2D on the projection plane After selection, to support manipulation, object can be scaled/moved to pick point, maintaining approximate projected size, or canonical size/location, Sticky finger Object under finger is selected Head crusher Object framed by tracked fingers is selected Note: Need to designate a specific dominant eye in stereo, as with all single eye-defined pointing J. Pierce et al.,

2 Pointing: Image-Plane Note: Orientation of hands can be used to disambiguate objects, as in aperture pointing Like eye hand ray casting, but Selection occurs in 2D on the projection plane After selection, to support manipulation, object can be scaled/moved to pick point, maintaining approximate projected size, or canonical size/location, Lifting palm Object on palm is selected Framing hands Object framed by hands is selected Note: Need to designate a specific dominant eye in stereo, as with all single eye-defined pointing J. Pierce et al., Selection Aids World in Miniature (WIM) User manipulates smallscale copy of virtual world Need to avoid occlusion by walls Hack: Model only interior Typically viewed from outside wall surfaces for room and use backface culling Brings entire world within to suppress when seen reach from outside Can also be used for travel Updates are synchronized between world and WIM Larger worlds can use selective display of WIM subset, with scaling and scrolling to select portion R. Stoakley, M. Conway, and R. Pausch,

3 Combining Selection Techniques When one technique is insufficient, combine techniques Choice User chooses among alternative techniques E.g., through menu, different selection gestures, Integration System switches among techniques automatically based on task E.g., switch between selection and manipulation, based on selection and release triggers 5 Integrated: HOMER (Hand-centered Object Manipulation Extending Ray-casting) Selection with pointing (ray-casting) switches to Manipulation with virtual hand that is automatically moved and attached to object Do rv hrr, h, Dh where h is a scaling factor defined at time of selection, Do is distance to object, Dh rr at time of selection Hand returns when object is dropped Distance at which object can be placed depends on h Asymmetric: Tradeoff between range of motion and accuracy/precision of motion D. Bowman & L. Hodges,

4 Integrated: HOMER (Hand-centered Object Manipulation Extending Ray-casting) Variations Indirect HOMER Buttons are used to translate virtual hand (like indirect go-go) Note: Hand moves to object, in contrast to image-plan pointing, in which object moves to hand. 7 Integrated: Scaled-World Grab Selection with image-plane technique causes temporary scaling of entire world around viewpoint by s, so object can be manipulated relative to world with virtual hand Dv s, Do where Dv is distance from virtual viewpoint to virtual hand, Do is distance from virtual viewpoint to object at time of selection World rescaled when released Near far asymmetry of manipulation because of scaling Note: Object and world maintain relative spatial relationships (unlike image-plane pointing, in which only object is temporarily moved) M. Mine, F. Brooks, & C. Sequin,

5 Integrated: Voodoo Dolls Requires two 6DOF-tracked hands Select object with imageplane technique System creates doll (copy) of object in hand Releasing a doll destroys it Doll in dominant (D) hand Controls object s position/orientation when both hands hold dolls D J. Pierce, B. Stearns, and R. Pausch, Integrated: Voodoo Dolls Doll in nondominant (ND) hand Scaled to constant length (e.g.,.5m) along longest dimension D doll is scaled proportionally relative to ND doll Acts as reference frame for doll in D hand Transformation of D doll relative to ND doll is applied to D doll s object Does not transform ND doll s object Spawns new dolls that can be selected (and manipulated) by D hand Spawned dolls represent all descendants of ND doll in scene graph hierarchy, and other objects within set radius of ND doll Context can also be determined using two hands as framing hands or by specifying the radius explicitly Dolls can be transferred between hands ND D J. Pierce, B. Stearns, and R. Pausch,

6 Integrated: Voodoo Dolls Seamless interaction at multiple scales But, note problem if ND doll is scaled up, making D doll too large Can manipulate occluded objects D hand can grab a spawned occluded doll in ND doll context Can move ND doll into more comfortable position for D hand interaction Can freeze (relative to user s hands) doll of moving object by making it an ND doll But, first need to grab moving object ND D J. Pierce, B. Stearns, and R. Pausch, Integrated: Voodoo Dolls Problem Hard to move D doll to position away from other objects, since ND doll is created by picking an object (and D doll moves relative to ND doll) Extension (Pierce & Pausch 2002) Selecting point on ground creates temporary object (represented as multi-colored cube) that can be an ND doll Pierce & Pausch

7 Depth Cameras Depth cameras support a richer, more natural set of interactions One technology used in a NUI (Natural User Interface) Others include multi-touch and multi-modal UIs Will soon be in many consumer devices beyond games Microsoft Kinect Intel RealSense D435 depth camera Leap Motion Controller pmdtechnologies reference depth camera module using IRS238XC imager 13

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