Designing Ubiquitous 3D User Interfaces for the Workplace and for Cars (Hauptseminar)
Content
Mostly all new approaches which try to make our future life and work easier, safer and more efficient are using computers. For this purpose humans have to communicate with computers while they are acting in a three dimensional world. This Hauptseminar focuses on designing, developing and evaluating human machine interfaces for interactions in the real world, where the computer is always around them but hidden. In such kinds of scenarios we have to use the 3D User Interface for 8 hours a day. That fore it has to fulfil special requirements.
This Hauptseminar firstly covers the basics of designing, developing and evaluating 3D User-Interfaces. Later special factual issues of two use cases will be regarded 1) Guiding persons and giving them working instructions (in this case logistic approaches like picking) 2) 3D UIs for Infotainment Systems in Cars.
Organisational
Preliminary discussion on Wednesday the 19 of July in MI 03.13.010 from 13.00-14:00.
Area: Informatik Hauptstudium, Informatik Master
SWS: 2+0 (WP INF, WP MS-INF)
ECTS: 4 Credits
Prerequisites:
- Einfuehrung in die Augmented Reality - desirable
- Projective und Planar Geometry - desirable
Registration: By mail to or to .
How to get the Schein:
- The outline of the talk and the report must be discussed with the supervisor at least one month before the presentation
- The presentation slides and handout should be finalized and discussed with the supervisor one week before the presentation (here is a template)
- A preliminary version of the report is given to the supervisor one week before the talk
- Give a well prepared talk of about an hour and handle follow up discussion
- Write a report of approximately 15 pages (in LaTex and english, here is a template)
- Be present at all talks (two times absence allowed, otherwise we'll request a doctoral certificate)
Literature and Helpful Links
There will be a lot of research to do on the internet and on various publications. This list may help you finding a good point to start:
Schedule
The room, where the lectures will take place, is 01.09.014!
Theory: Design Guidelines
Are there existing guidlines on designing 3D User Interfaces and can one transfer them to the design of Ubiquitous 3D User Interfaces for workplaces and cars
- using real world Metaphors that help guide the user to the correct actions
- applying principles of aesthetics and visual design
- basing UI design on formal taxonomies of devices or interaction techniques
- basing UI design on guidelines developed by researchers
- using "magic" to allow the user to go beyond the perceptual,cognitive, or physical limitations of the real world
- Intenionally violationg assumptions about the real worl in the virtual world
- Choosing Output Devices for 3DUI
- DIN EN ISO 13407 useroriented design of interactive systems
Theory: Psychological Aspects
Proof of idea: No additional 3d world
Theory: Evaluation
Usability Evaluation is a critical part of 3DUI dwsign. Evaluation helps designers pursue good Ideas and reject poor ones.
- Evaluation of Devices:Evaluation must start at the lovest level Seite 21 3DUI + Literatur Hinckley, tullio et al.97;
- Evaluation of Interaction Techniques
- Evaluation of complete 3D UIs or applications
- Spezialized evaluation approaches
- Causes for the acceptance/decline of UIs
- Was ist nötig, damit ein System akzeptiert wird
Theory: Physical Aspects and Operational Safety
Which physical, social, safety aspects play a rol in designing 3D user interfaces. Furthermore what is importent, when a user works 8 hours a day with a 3D UI.
- Cyber Sickness - getting dizzy of interacting with the 3D UI
- Depth Perception - Most HMDs focus is in 1.5 m but the Augmentation is varying in it's depth.
- Operational Safety - Which UIs are safe enough to be used at the workplace
Multimodal Interaction. For Example Combining Handbased gestures with spech Inputs
- Pen-Based Tablets/ 3D UI(4.2.3)Joysticks/X-Box/PS - Contoller 3D UI (4.2.4)Data-Gloves
- User-Worn 3D Mice
- Direct Human Input(Lucent et al.1998)/ Speech Input (LaViola1999a?); Kapitel 8-9bioelectric Input/brain computer input
- choosing the right input device for 3D User Interfaces 4.8
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Visual, Auditory and Haptic Guidance
How to guide a human in the real world?
- Survey
- 3D Sound(Sampling and Synthesis/Auralization)
- Use case Picking: guiding a human through a storehouse
- waydinding aids
- Sonification
Presenting Information
How to display information?
- cool-to-warm-shift for technical illustrations
- automatical alignment for plenty of lables
- approaches for displaying complex information in
User Attentive Objects (FIS)
With every new generation of cars, new functionality is added. For instance, the current 7 series BMW has aroung 700 built in functions. Most of this functionality is located inside the iDrive.
This talk introduces, explains and discusses currently existing concepts to define all kinds of 'devices' as
User Attentive Objects and how such a device can try to inform a driver about its importance to look at or to react on it.
Assistance for Maneuvering a Car (FIS)
Last term's Hauptseminar introduced concepts to assist the driver of a car while driving. Within that Seminar the focus resided in the outside environment of the car. Unfortunately, AR concepts cannot get established in real cars because of undevelopped technology and due to law (no occlusions in the line of sight).
This talk is intended to provide concepts for in-car driving assistence. For instance a innovative cruise control system wants to advise a driver to change its own lane. How to do?
This talk gives an overvirew about spatial relationships, about intuitivity and perception of 3D user interfaces and how such interfaces can be used to guide a driver through the most suitable course.
Interdependencies between Visual and Auditory Channel (FIS)
Once there was an experiment: The participants were shown a sequence of letters. Afterwards they had to list them vocally. This test resulted (among other things) in the awareness, that the letter
E was not spoken as
F (when it was named wrong), but as
D. Here we see, that there is a interdependency between the Visual and the Auditory Channel.
This talk explains the problem on certain examples, defines the psychological 'problem' and explains actual research, how such interdependencies can be avoided.
Follow Up Student Projects
Please refer to our personal webpages or feel free to contact us with your own ideas :
MarcusToennis and
BjoernSchwerdtfeger or in general see
StudentProjects.
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MarcusToennis - 04 Jul 2006
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BjoernSchwerdtfeger - 04 Jul 2006