`Virtual-Environment Interaction
`
`by
`
`Mark Raymond Mine
`
`A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in
`partial fulfillment of the requirements for the degree of Doctor of Philosophy in the
`Department of Computer Science.
`
`Chapel Hill
`
`1997
`
`Approved by:
`
`_____________________________
`Dr. Frederick P. Brooks Jr., Advisor
`
`__________________________
`Dr. Henry Fuchs
`
`_____________________________
`Dr. Gary Bishop, Reader
`
`__________________________
`Dr. Anselmo Lastra
`
`_____________________________
`Dr. John Tector, Reader.
`
`__________________________
`Dr. Carlo H. Sequin
`
`SCEA Ex. 1032 Page 1
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`ii
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`© 1997
`Mark Raymond Mine
`ALL RIGHTS RESERVED
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`SCEA Ex. 1032 Page 2
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`iii
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`ABSTRACT
`
`Mark Raymond Mine
`Exploiting Proprioception in Virtual-Environment Interaction
`(Under the direction of Frederick P. Brooks, Jr.)
`
`Manipulation in immersive virtual environments is difficult partly because users
`must do without the haptic contact with real objects they rely on in the real world to orient
`themselves and the objects they are manipulating. To compensate for this lack, I propose
`exploiting the one real object every user has in a virtual environment, his body. I present a
`unified framework for virtual-environment interaction based on proprioception, a person's
`sense of the position and orientation of his body and limbs. I describe three forms of
`body-relative interaction:
`• Direct manipulation—ways to use body sense to help control manipulation
`• Physical mnemonics—ways to store/recall information relative to the body
`• Gestural actions—ways to use body-relative actions to issue commands
`
`Automatic scaling is a way to bring objects instantly within reach so that users can
`manipulate them using proprioceptive cues. Several novel virtual interaction techniques
`based upon automatic scaling and our proposed framework of proprioception allow a user
`to interact with a virtual world intuitively, efficiently, precisely, and lazily.
`
`Two formal user studies evaluate key aspects of body-relative interaction. The
`virtual docking study compares the manipulation of objects co-located with one's hand and
`the manipulation of objects at a distance. The widget interaction experiment explores the
`differences between interacting with a widget held in one's hand and interacting with a
`widget floating in space.
`
`Lessons learned from the integration of body-relative techniques into a real-world
`system, the Chapel Hill Immersive Modeling Program (CHIMP), are presented and
`discussed.
`
`SCEA Ex. 1032 Page 3
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`iv
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`ACKNOWLEDGMENTS
`
`Thanks to
`Frederick P. Brooks Jr., Gary Bishop, Henry Fuchs, Anselmo Lastra, John
`Tector, and Carlo H. Sequin for serving on my doctoral dissertation committee;
`Frederick P. Brooks Jr., my advisor, for his insights, inspiration, and for making it
`all so clear;
`Gary Bishop for many fruitful years of collaboration and for not minding too much
`that my dissertation didn't have wires and accelerometers coming out of it;
`Henry Fuchs for the inspiration of his boundless energy, enthusiasm, and love of
`knowledge;
`Anselmo Lastra for his kindness, advice, and for keeping Pixel-Planes 5 alive long
`enough for me to graduate;
`Carlo Sequin for asking the hard questions, and for helping me to keep it simple;
`John Tector for the many wonderful conversations about architecture and design;
`Warren Robinett for leading me to the University of North Carolina;
`Rick Zobel for paving the way for my investigations into immersive design;
`Robert Zeleznik for his invaluable contributions to this work;
`Linda Houseman, Dave Harrison, Todd Gaul, and Peggy Wetzel for all of their
`help during the years;
`Hans Weber and Greg Welch for being such good friends and for the meetings of
`the IHBI at the TOTH1;
`Erik Erikson for Vinimini, G2, Speed Racer, and for keeping it fun;
`Eliza Graves for the laughter and the smiles;
`My parents for all they have done for me through the years;
`Dylan for the incredible joy he has brought to my life;
`Baby X for the many wonderful years to come;
`and most importantly,
`Sandra for her unwavering love, support, faith, and devotion, and for, more than
`anyone else, making it all possible.
`
`Financial support for this work came from the following agencies: Defense Advanced
`Research Projects Agency, Link Foundation, Lockheed Missiles and Space, Inc. (indirect
`DARPA)
`
`
`1Institute for Half-Baked Ideas at the Top of the Hill
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`SCEA Ex. 1032 Page 4
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`
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`TABLE OF CONTENTS
`
`Page
`LIST OF TABLES..................................................... x
`LIST OF FIGURES.................................................... xi
`LIST OF ABBREVIATIONS ............................................ xiii
`
`v
`
`II.
`
`III.
`
`Chapter
`I.
`Introduction .................................................... 1
`1.1
`The Research ............................................. 1
`1.2
`The Challenge ............................................ 1
`1.3
`The Attack ............................................... 2
`1.4
`A Complication ........................................... 3
`1.5
`A Proposal ............................................... 5
`1.6
`Overview ................................................ 6
`Related Work ................................................... 8
`2.1
`3-DoF and 6-DoF Object Manipulation Using 2D Input ............ 8
`2.2
`Object Manipulation Using Higher-Dimensional Input ............. 11
`2.3
`Two-handed Interaction ..................................... 14
`2.3.1
`Example Techniques ................................ 14
`2.3.2
`Theoretical and Experimental Results ................... 19
`2.4 Manipulating Objects Using Gesture and Voice................... 22
`2.5
`Systems for Interactive Design................................ 24
`2.5.1 Working Through-the-window........................ 25
`2.5.2 Working Immersed ................................. 30
`Body-Relative Interaction Techniques ................................ 33
`3.1 Working Within Arm's Reach ................................ 33
`3.2
`Sample Interaction Techniques................................ 36
`3.2.1
`Direct Manipulation................................. 36
`3.2.1.1
`Scaled-World Grab for Manipulation .......... 36
`3.2.1.2
`Scaled-World Grab for Locomotion ........... 38
`Physical Mnemonics ................................ 38
`3.2.2.1
`Pull-Down Menus......................... 38
`3.2.2.2
`Hand-Held Widgets ....................... 39
`3.2.2.3
`FOV-Relative Mode Switching ............... 41
`Gestural Actions ................................... 41
`3.3.3.1
`Head-Butt Zoom .......................... 41
`
`3.2.2
`
`3.3.3
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`SCEA Ex. 1032 Page 5
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`IV.
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`V.
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`VI.
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`vi
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`Look-at Menus ........................... 43
`3.3.3.2
`Two-Handed Flying ....................... 43
`3.3.3.3
`Over-the-Shoulder Deletion.................. 44
`3.3.3.4
`User Study 1—Virtual Object Docking ............................... 46
`4.1
`Introduction .............................................. 46
`4.2
`Hypotheses .............................................. 47
`4.3
`The Experiment ........................................... 47
`4.3.1
`Subjects.......................................... 47
`4.3.2
`Experimental Platform............................... 47
`4.3.3
`The Task ......................................... 48
`4.3.4
`Experimental Conditions............................. 49
`4.3.5
`Experimental Procedure ............................. 50
`Results .................................................. 51
`4.4
`Questionnaire Results....................................... 54
`4.5
`Discussion ............................................... 56
`4.6
`Conclusion............................................... 56
`4.7
`User Study 2—Proprioception and Virtual Widget Interaction ............. 58
`5.1
`Introduction .............................................. 58
`5.2
`Hypotheses .............................................. 59
`5.3
`The Experiment ........................................... 59
`5.3.1
`Subjects.......................................... 59
`5.3.2
`Experimental Platform............................... 60
`5.3.3
`The Task ......................................... 61
`5.3.4
`Experimental Procedure ............................. 62
`Results .................................................. 63
`5.4
`Questionnaire Results....................................... 64
`5.5
`Discussion ............................................... 65
`5.6
`Conclusions .............................................. 66
`5.7
`CHIMP—The Chapel Hill Immersive Modeling Program................. 68
`6.1
`CHIMP Overview ......................................... 68
`6.2 Managing Modes .......................................... 73
`6.2.1
`Rotary Tool Chooser................................ 74
`6.2.2
`Two-Dimensional Control Panels ...................... 75
`6.2.3
`Look-at Menus .................................... 77
`6.2.4
`Pull-Down Menus.................................. 77
`Object Selection ........................................... 78
`
`6.3
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`SCEA Ex. 1032 Page 6
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`6.4
`6.5
`6.6
`
`Object Manipulation ........................................ 81
`Object Generation.......................................... 82
`Constrained Object Manipulation .............................. 83
`6.6.1
`Co-Located Widgets ................................ 83
`6.6.2
`Hand-Held Widgets ................................ 85
`Numeric Input in a Virtual World.............................. 86
`6.7
`Final Words .................................................... 90
`7.1
`Conclusions .............................................. 90
`7.2
`Contributions ............................................. 91
`7.3
`Future Work.............................................. 93
`Localized Haptic Feedback................................... 93
`A Review of the State-of-the-Art of Computer-Aided Modeling ............ 95
`A.1
`Introduction .............................................. 95
`A.2 Modeling Techniques and Paradigms........................... 96
`A.2.1
`Input for a Three-Dimensional Task .................... 96
`A.2.1.1 Numeric Input. ........................... 96
`A.2.1.2 Relative Input............................. 96
`A.2.1.3
`2D Interactive Input. ....................... 97
`A.2.2 Output of a Three-Dimensional Space................... 98
`A.2.2.1
`Format of the Modeling View. ............... 99
`A.2.2.2
`Three-Dimensional Visualization: Separate or
`Integrated ............................... 100
`Three-Dimensional Visualization: Static or
`Interactive ............................... 101
`A.2.2.4 Complications of Two-Dimensional Output ..... 101
`A.3 Modeling System Capability Comparison ....................... 102
`A.4 Modeler Reviews Overview.................................. 105
`A.5
`Archicad................................................. 107
`A.5.1 Overview......................................... 107
`A.5.2 Model Creation .................................... 108
`A.5.3 Model Modification................................. 108
`A.5.4 Model Interaction/Visualization........................ 109
`A.5.5 Manual .......................................... 109
`A.5.6
`Comments/Impressions.............................. 110
`AutoCAD ................................................ 111
`A.6.1 Overview......................................... 111
`A.6.2 Model Creation .................................... 112
`
`A.2.2.3
`
`VII.
`
`A.
`
`A.6
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`SCEA Ex. 1032 Page 7
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`A.8
`
`A.9
`
`A.7
`
`A.6.3 Model Modification................................. 113
`A.6.4 Model Interaction/Visualization........................ 114
`A.6.5 Manual .......................................... 114
`A.6.6
`Comments/Impressions.............................. 114
`DesignWorkshop .......................................... 115
`A.7.1 Overview......................................... 115
`A.7.2 Model Creation .................................... 116
`A.7.3 Model Modification................................. 117
`A.7.4 Model Interaction/Visualization........................ 117
`A.7.5 Manual .......................................... 118
`A.7.6
`Comments/Impressions.............................. 118
`Designer's Workbench...................................... 119
`A.8.1 Overview......................................... 119
`A.8.2 Model Creation .................................... 120
`A.8.3 Model Modification................................. 121
`A.8.4 Model Interaction/Visualization........................ 122
`A.8.5 Manual .......................................... 122
`A.8.6
`Comments/Impressions.............................. 122
`Form-Z.................................................. 123
`A.9.1 Overview......................................... 123
`A.9.2 Model Creation .................................... 124
`A.9.3 Model Modification................................. 125
`A.9.4 Model Interaction/Visualization........................ 125
`A.9.5 Manual .......................................... 126
`A.9.6
`Comments/Impressions.............................. 126
`A.10 IGRIP .................................................. 128
`A.10.1 Overview......................................... 128
`A.10.2 Model Creation .................................... 130
`A.10.3 Model Modification................................. 130
`A.10.4 Model Interaction/Visualization........................ 131
`A.10.5 Manual .......................................... 131
`A.10.6 Comments/Impressions.............................. 132
`A.11 Minicad+4 ............................................... 133
`A.11.1 Overview......................................... 133
`A.11.2 Model Creation .................................... 134
`A.11.3 Model Modification................................. 135
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`SCEA Ex. 1032 Page 8
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`A.11.4 Model Interaction/Visualization........................ 136
`A.11.5 Manual .......................................... 136
`A.11.6 Comments/Impressions.............................. 136
`A.12 MultiGen ................................................ 138
`A.12.1 Overview......................................... 138
`A.12.2 Model Creation .................................... 139
`A.12.3 Model Modification................................. 140
`A.12.4 Model Interaction/Visualization........................ 140
`A.12.5 Manual .......................................... 141
`A.12.6 Comments/Impressions.............................. 141
`A.13 Sculpt 3D ................................................ 143
`A.13.1 Overview......................................... 143
`A.13.2 Model Creation .................................... 144
`A.13.3 Model Modification................................. 145
`A.13.4 Model Interaction/Visualization........................ 145
`A.13.5 Manual .......................................... 146
`A.13.6 Comments/Impressions.............................. 146
`A.14 Upfront ................................................. 148
`A.14.1 Overview......................................... 148
`A.14.2 Model Creation .................................... 149
`A.14.3 Model Modification................................. 150
`A.14.4 Model Interaction/Visualization........................ 150
`A.14.5 Manual .......................................... 151
`A.14.6 Comments/Impressions.............................. 151
`A.15 WalkThrough............................................. 153
`A.15.1 Overview......................................... 153
`A.15.2 Model Creation .................................... 154
`A.15.3 Model Modification................................. 154
`A.15.4 Model Interaction/Visualization........................ 155
`A.15.5 Manual .......................................... 155
`A.15.6 Comments/Impressions.............................. 156
`References ..................................................... 157
`
`B.
`
`SCEA Ex. 1032 Page 9
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`
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`x
`
`LIST OF TABLES
`
`Successful virtual-world application domains..................... 3
`Interactive design systems input/output comparison................ 25
`Mean time of trial completion by experimental condition. ........... 52
`Mean questionnaire results by technique......................... 54
`F statistic and significance by questionnaire category............... 54
`Co-located vs. fixed-offset, F statistic and significance by
`questionnaire category. ..................................... 55
`Co-located vs. variable-offset, F statistic and significance by
`questionnaire category. ..................................... 55
`Fixed-offset vs. variable-offset, F statistic and significance by
`questionnaire category. ..................................... 55
`Mean positional accuracy by experimental condition. .............. 63
`Mean questionnaire results by technique......................... 65
`F statistic and significance by questionnaire category............... 65
`CHIMP system overview. ................................... 70
`CHIMP's hand-held widgets. ................................ 71
`CHIMP's control panels..................................... 72
`Modeling packages reviewed. ................................ 95
`Modeling system capability comparison. ........................ 103
`Modeling system paradigms. ................................. 106
`
`Table 1.1:
`Table 2.1:
`Table 4.1:
`Table 4.2:
`Table 4.3:
`Table 4.4:
`
`Table 4.5:
`
`Table 4.6:
`
`Table 5.1:
`Table 5.2:
`Table 5.3:
`Table 6.1:
`Table 6.2:
`Table 6.3:
`Table A.1:
`Table A.2:
`Table A.3:
`
`SCEA Ex. 1032 Page 10
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`LIST OF FIGURES
`
`Figure 2.1: Nielson's triad cursor. ...................................... 8
`Figure 2.2: Constrained geometric transformation using widgets. .............. 10
`Figure 2.3: Using object associations. ................................... 11
`Figure 2.4:
`The Rockin' Mouse. ....................................... 12
`Figure 2.5:
`Zhai et al.'s framework for the study of multi-degree-of-freedom
`manipulation schemes....................................... 13
`Layers in a toolglass system. ................................. 14
`Figure 2.6:
`Figure 2.7: Using toolglasses, two-hands, and transparency in T3. ............ 15
`Figure 2.8: Marking Menus interaction. .................................. 16
`Figure 2.9: Using two hands and props in Netra. .......................... 17
`Figure 2.10: Object manipulation and spline editing using Fitzmaurice et al's
`graspable user interface...................................... 18
`Figure 2.11: The Responsive Workbench.................................. 19
`Figure 2.12: Guiard's handwriting experiment. ............................. 20
`Figure 2.13: Buxton and Meyer's two handed input experiment................. 21
`Figure 2.14: Kabbash et al's two-hand connect the dots experiment.............. 22
`Figure 2.15: VIDEODESK two-handed interaction........................... 23
`Figure 2.16: Using a gesture to move a group in GEdit. ...................... 23
`Figure 2.17: Schmandt's stereoscopic display. ............................. 26
`Figure 2.18: University of Alberta's JDCAD system. ........................ 27
`Figure 2.19: Using T junctions to infer object placement in SKETCH. ........... 29
`Figure 2.20: UNC's nanoWorkbench..................................... 30
`Figure 2.21: University of Virginia's World-In-Miniature. .................... 31
`Figure 3.1: Automatic scaling of the world when the user grabs and releases an
`object. .................................................. 34
`Figure 3.2: Vectors used in determining automatic scaling factor. .............. 35
`Figure 3.3: Using a pull-down menu. ................................... 39
`Figure 3.4: Using a hand-held widget.................................... 40
`Figure 3.5:
`Selecting a region for closer inspection.......................... 42
`Figure 3.6:
`Look-at menu. ............................................ 43
`Figure 3.7:
`Two-handed flying. ........................................ 44
`Figure 3.8: Over-the-shoulder deletion. .................................. 45
`Figure 4.1:
`Experimental conditions for the docking test. .................... 49
`Figure 4.3: Mean docking times by technique.............................. 53
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`SCEA Ex. 1032 Page 11
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`Figure 5.1: Widget test objects. ........................................ 60
`Figure 5.2: Widget test experimental conditions............................ 62
`Figure 5.3: Mean positional accuracies by technique......................... 64
`Figure 6.1: Using the CHIMP system.................................... 69
`Figure 6.2: CHIMP's primary and secondary input devices. .................. 69
`Figure 6.3: Rotary tool chooser......................................... 74
`Figure 6.4:
`Interacting with a control panel using a laser beam................. 76
`Figure 6.5:
`Interacting with a control panel using occlusion selection............ 76
`Figure 6.6: CHIMP's look-at menus..................................... 77
`Figure 6.7: Occlusion selection, first person point of view.................... 79
`Figure 6.8: Occlusion selection, third person point of view. .................. 79
`Figure 6.9:
`Spotlight selection, third person point of view. ................... 80
`Figure 6.10: Spotlight selection, first person point of view. ................... 80
`Figure 6.11: First and second generation constrained manipulation widgets. ...... 84
`Figure 6.13: Constrained manipulation mode selection based upon hand
`separation. ............................................... 86
`Figure 6.14: Numeric input using the Arithma Addiator. ...................... 87
`Figure 6.15: Linear interactive numbers. .................................. 87
`Figure 6.16: Rotary interactive numbers. .................................. 88
`Figure A.1: Orthogonal-view system..................................... 100
`Figure A.2a: Perspective projection ambiguity. ............................. 101
`Figure A.2b: Three orthogonal views of the object in Figure A.2a. .............. 101
`Figure A.3: Archicad interface. ......................................... 107
`Figure A.4: AutoCAD interface. ........................................ 111
`Figure A.5: DesignWorkshop interface. .................................. 115
`Figure A.6: Designer's Workbench interface............................... 119
`Figure A.7: Form-Z interface........................................... 123
`Figure A.8: IGRIP interface............................................ 128
`Figure A.9: Minicad+ interface. ........................................ 133
`Figure A.10: 2D vs. 3D objects. ........................................ 134
`Figure A.11: MultiGen interface. ........................................ 138
`Figure A.12: Sculpt 3D interface. ........................................ 143
`Figure A.13: Upfront interface........................................... 148
`Figure A.14: WalkThrough interface. ..................................... 153
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`SCEA Ex. 1032 Page 12
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`
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`LIST OF ABBREVIATIONS
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`xiii
`
`1D
`
`2D
`
`3D
`
`ANOVA
`
`CAD
`
`CHIMP
`
`DoF
`
`GUI
`
`HMD
`
`K
`
`one-dimensional
`
`two-dimensional
`
`three-dimensional
`
`analysis of variances
`
`computer-aided design
`
`Chapel Hill Immersive Modeling Program
`
`degree of freedom
`
`graphical user interface
`
`head-mounted display
`
`kilo
`
`MANOVA
`
`multivariate analysis of variances
`
`U I
`
`U N C
`
`VE
`
`VR
`
`WIM
`
`user interface
`
`University of North Carolina
`
`virtual environment
`
`virtual reality
`
`world in miniature
`
`SCEA Ex. 1032 Page 13
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`
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`Chapter 1
`
`Introduction
`
`1.1 The Research
`
`The goal of my research is a better understanding of what it means to work in a
`virtual world. The focus is the characterization of the benefits and limitations of this new
`medium. The hope is that improved understanding will lead to more effective virtual-
`environment interaction techniques; those that minimize user energy and make it possible to
`perform real-world work in a virtual world.
`
`To motivate my research I have chosen the driving problem of three-dimensional
`(3D) modeling for architectural design, for several reasons. First, to evaluate the benefits
`and limitations of working in a virtual world fairly, it is important to concentrate on real-
`world tasks and not toy problems; architectural models are complex models that are difficult
`to build. Second, if we are to realize any benefits from working in a virtual world, it is
`important to focus on tasks that will truly profit from being in an immersive environment;
`the shapes and spaces inside architectural models, more so than mechanical models, are just
`as important as their external form.
`
`1.2 The Challenge
`
`The architectural design of three-dimensional spaces is inherently a difficult task.
`Even given the ultimate design system, in which thoughts magically become material, an
`architect would still encounter many difficulties in solving a typical design problem with its
`myriad of trade-offs and constraints.
`
`In the real world, these inherent difficulties are compounded by incidental
`difficulties, problems which are the result of the chosen medium of expression and not
`inherent in the design problem itself. The duration and flexibility of the design cycle is
`highly sensitive to the amount of time required to represent and modify designs in the
`
`SCEA Ex. 1032 Page 14
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`2
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`chosen medium. This is clearly true of sketches, of formal drawings, and of scale
`model—all media used for the expression of architectural designs.
`
`The choice of the computer as a design medium has greatly simplified and sped up
`many aspects of the architectural design process. Just ease of copying and erasing is one
`big plus. Many of the gains, however, are restricted to the transformation of existing
`design data or aspects (structural, mechanical, electrical) such as redrawing a single design
`from many views, or managing large databases of materials and parts. The specification of
`original data is still a time-consuming and difficult task (a half a man year for a 30K-
`element model [Brooks, 1994] ).
`
`It is my belief that many of the shortcomings of the computer as medium for the
`design of three-dimensional spaces are the result of the limitations of existing two-
`dimensional (2D) interfaces. Two-dimensional displays inherently inject ambiguity into the
`interpretation of displayed information [Gregory, 1973] . The use of two-dimensional
`input devices, such as the mouse or the data tablet, precludes the direct specification of
`three-dimensional positions, orientations and extents. Designers are forced to look and
`work through small windows onto their virtual world. They tend to limit themselves to
`views along the principal axes plus a few other classical view directions. Indeed, despite
`many years of research and development, few computer-aided design programs approach
`the flexibility of the cocktail napkin or the architect's "trash"2 as a design tool.
`
`1.3 The Attack
`
`The underlying thesis motivating this research is that architects can design three-
`dimensional spaces more easily in an immersive environment than they can modeling
`through-the-window using conventional workstation inputs and displays. I believe this to
`be true for several reasons.
`
`In an immersive environment one can directly perceive and manipulate three-
`dimensional objects instead of interacting with abstract interface elements. Users can
`harness interaction skills learned in the real world. This helps to make the computer
`interface really transparent and allows users to work more directly with the objects of
`design.
`
`
`2Tracing paper used by architects which can be placed on top of existing drawings to try out new design
`ideas quickly without having to redraw the entire design.
`
`SCEA Ex. 1032 Page 15
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`
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`3
`
`In a virtual world one turns his head to look at something. Contrast this with the
`frustration of setting one's viewpoint in a 3D through-the-window application. Dynamic
`viewpoint change, whether immersive or through the window, gives better space
`perception.
`
`Finally, using a head-mounted display, one becomes immersed within the virtual
`space within which one intuitively changes viewpoint. Not only does this make it easier to
`understand the shapes and spaces being created, it means that controls and information can
`now be distributed about the user instead of being packed into a small window.
`
`1.4 A Complication
`
`Working in a virtual world is not without its own set of incidental difficulties.
`Indeed, though promising results have been demonstrated in several key application
`domains (Table 1), the number of successful virtual environment applications still remains
`small, with even fewer applications having gone beyond the research laboratory. Why?
`
`Training and practice of different skills
`
`Table 1.1: Successful virtual-world application domains.
`Domain
`Example Applications
`"Being There", experience for the sake of
`Phobia treatment: [Rothbaum, et al., 1995]
`experience
`Aesthetics: [Davies and Harrison, 1996]
`Entertainment: [Pausch, et al., 1996]
`Surgery: [Hunter, et al., 1993]
`Military : [Macedonia, et al., 1994]
`Maintenance: x[Wilson, et al., 1995]
`Wayfinding: x[Witmer, et al., 1995]x
`Architecture: [Brooks, 1986]
`Fluid Flow: [Bryson and Levit, 1992]
`Nano-surfaces: [Taylor, et al., 1993]
`3D models: [Butterworth, et al., 1992]
`Cityscapes: [Mapes and Moshell, 1995]
`
`Visualization of unrealized or unseeable
`objects
`
`Design
`
`Besides the well known technological limitations such as system latency and
`display resolution, several less obvious factors complicate the task of virtual object
`manipulation and hamper the development of real-world virtual environment applications.
`
`Many of these successes fall within the realm of spatial visualization. The
`applications exploit the intuitive view specification (via head tracking) offered by VR
`systems but make little use of direct virtual-object manipulation. Why is it difficult to do
`much more than look around in a virtual world?
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`SCEA Ex. 1032 Page 16
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`
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`1) The precise manipulation of virtual objects is hard. Although immersion, head-
`tracked view specification, and six DoF hand tracking facilitate the coarse manipulation of
`virtual objects, the precise manipulation of virtual objects is complicated by:
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`4
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`Lack of haptic feedback: Humans depend on haptic feedback and physical
`constraints for precise interaction in the real world; the lack of physical work-
`surfaces to align against and rest on limits precision and exacerbates fatigue.
`Though there is considerable ongoing research in the area of active haptic
`feedback [Durlach and Mavor, 1995] , general-purpose haptic feedback devices
`that do not restrict the mobility of the user are not yet practical or available.
`
`Limited input information: Most virtual-environment systems accept position
`and orientation (pose) data on the user's head and (if lucky) two hands. One
`also typically has a button or glove to provide signal/event information. This
`suffices for specifying simple 6-DoF motion and placement. In the real world,
`we do this and much more:
`
`a) Object modification, usually with tools.
`b) Directing the cooperation of helping hands, by spoken commands ("Put that
`there").
`c) Measuring.
`d) Annotating objects with text.
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`In contrast, today in most VR systems:
`
`a) Tool selection is difficult.
`b) Voice command technology is marginally effective.
`c) Measuring tools are rarely available.
`d) Alphanumeric input is difficult.
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`Limited precision: The lack of haptic and acoustic feedback, inaccurate tracking
`systems, and the whole-hand input typical of current VR systems restrict users
`to the coarse manipulation of virtual objects. Fine-grained manipulations are
`extremely difficult using this "boxing-glove" style interface. Shumin Zhai of
`the University of Toronto, for example, has demonstrated that users' task
`completion times were slower in a 3D docking task when using a 3D input
`device which excluded the use of the fingers (vs. a similar device that utilized
`the fingers) [Zhai, et al., 1996] .
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`2) Virtual environments lack a unifying framework for interaction, such as the
`desktop metaphor used in conventional through-the-window computer applications.
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`SCEA Ex. 1032 Page 17
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`5
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`Without haptics neither real-world nor desktop computer interaction metaphors are adequate
`in a virtual environment. Knowledge on how to manipulate objects or controls can no
`longer be "stored in the world" [Norman, 1988] , with the physical constraints of the
`devices giving the user clues as to their use (e.g. a dial can only be rotated about its axis).
`
`The desktop metaphor further breaks down when the user is inside the user
`interface. Interface controls and displays must move with the user as he moves through the
`environment and be made easy to locate and reach. The differences between working in a
`conventional computer environment and working immersed are analogous to the
`differences between a craftsman at a workbench and one moving about a worksite wearing
`a toolbelt. His toolbelt had better be large and filled with powerful tools.
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`1