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Input Devices and Interaction Techniques
I. Scott MacKenzie
Summarized and Augmented by Geb Thomas
Introduction
• Input and output between people and machines
• New technology, new challenges
• Interaction experiments and models
Transducers
• Convert energy -- often mechanical to electrical
• Switches (mechanical and photoelectric)• Isotonic (displacement) joysticks - position
encoders• Isometric (force sensing) joysticks - strain
guages• Microphones
A Mouse
Joysticks
http://www.vrealities.com/control.html
http://www.thevrsource.com/
GlovesCyberglove
http://www.virtex.com/products/hw_products
Pinch glove
TrackersPolhemus (Fast Track)
Flock of Birds (Virtex)
Intersence (IS300)
Device Models
• Buxton’s taxonomy -- articulation, number of dimensions, type of sensing (position, motion, pressure), motor skills (touch vrs mechanical)
• Foley tasks -- select, position, orient, path, quantify and text entry -- emphasizes mappings
• Very few engineering models
Device Parameters
• Resolution
• Sampling Rate
• Lag
• Optimality and control gain
• Some of these are determined by hardware, some by software, some by transducer characteristics
Resolution
• Nonlinearity, monotonicity, offest and gain
Sampling Rate
• Often 10-100 Hz
• Too slow for gesture capture
• Nyquest frequency
Lag
• Time difference between controller input and display
• 3D trackers range 30 - 250 mx, depends on sampling rate, update rate and software overhead.
Optimality and Control Gain
• Tunable parameters, such as mouse gain
• Selection task optimization does not consider “human engineering factors” such as – Ease of learning– skill retention– fatigue– effort– strees
Mouse Gain
Nonlinear Gain
Vd = k*Vc^2
Interaction
• Movement is of increasing importance
• Many researchers considering mapping of 2D -> 3D
• Must be trained
• Limited metaphors
• Perceptual structure requires good match between input space and output space– Twisting for dials, shoving for movement, 2D for 2D,
3D for 3D
Gestures
• The great new era :)
• Writing, scribbling, annotating, pointing, nodding, etc.
• Editing proofreaders marks
• Transcribing musical notation
• Brush strokes
Tactile and Force Feedback
• Good input requires good feedback
• shape encoding in manual controls
• Character drawing the Octagon, a 24x6 matrix of pins
• Minski’s sandpaper
• Akamatsu and Sato’s variable friction
• Zimmerman’s pinch glove