3D User Interface Output Hardware

Visual displays

Visual Display Characteristics

Field of regard (FOR)

Field of view (FOV)

Spatial resolution, dpi

Screen geometry(shape)

Light transfer onto display surface (through what)

Refresh rate, Hz

Ergonomics

Depth Cue

Support Stereopsis

Motion parallax (Dynamic Depth Cue)

Monocular (Static Depth Cue) - viewed in single eye

a) Relative size

b) Interposition

c) Relative height

accommodation-vergence

d) Shading & contour

e) Motion parallax or relative motion cue - Stronger that stereopsis

f) Occlusion, Oculomotor cue - Strongest monocular cue

Beza dengan mata kita masa focus on object (separate focus)

Deal with accommodation-vergence mismatch

Vergence

Disparity (distance) between the physical surface of the screen

Accommodation

Focal point of the simulated world you’re staring at

Binocular Cue

a) Retinal disparity

b) Convergence

Visual Display Device Types

Single screen displays

Surround-screen and multiscreen displays

Workbenches and tabletop displays

Head-worn displays or Head-mounted display (HMD)

Arbitrary surface displays

Autostereoscopic displays

Provide monocular and motion parallax depth cues

Pair of stereo glasses is also needed to achieve stereoscopic viewing

Refresh rate 100 Hz (min) monitor

Stereoscopic viewing

require glasses

Active (Shutter glasses)

Passive glasses

Temporal multiplexing

alternates left- and right-eye
images in time

Polarisation multiplexing

Spectral multiplexing

Large curved display screen

FOR increase

Small FOR

Goal: to “surround” the user for visual immersion

Provide stereo and strong motion parallax depth cues

rotatable, pressure-sensitive: 2D input, projection-based drafting table(ada yang single vertical screen, single screen, a number of vertical screens are tiles [PowerWall-large single display] ), L-shaped desk-holographic impression

Goal: to place images directly in front of the user’s eyes using one or two small screens

Use combination of refractive lenses and/or mirrors: to present and sometimes magnify the images shown on the screens

Ada yang guna smartphones' high resolution screen as DISPLAY ENGINE

Ada jenis lain

Head Mounted Projective Display

Augmented Reality HWDs

Optical see-through

Video see-through

HWPD

360 FOR

Auditory displays

3D sound generation

Localisation

Need 3D Sound Generation & Sound system Configuration Page 19-22

Generate 3D imagery without need for special shutters or polarized glasses

Type of displays

Lenticular

Volumetric

Holographic

use a cylindrical lens array

Create “true” 3D images

uses swept-volume technique/approach

produce 3D imagery by recording and reproducing the properties of light waves from a 3D scene

uses static-volume technique/approach

Cannot produce monocular depth cues (volumetric)

Auditory Displays

Haptic/Tactile Displays

3D Sound Generation and Synthesis

3D sound sampling: record sound the listener

Binaural audio recording

Auralisation

Auralisation techniques

Wave based modeling

Ray based modeling

Ambisonics

Wave field synthesis

Sound System Configurations

Stereophonic headphones

External speakers

Problem with inside-the-head localisation

Problem with crosstalk

Audio in 3D interface

Localisation

a psychoacoustic process of determining the location & direction from which a sound emanates

Important 3D cue for wayfinding (Chapter 8)

Sonification

Ambient effects

Sensory substitution and feedback

Annotation and help

Provide user with sense of touch, force, vibration,
temperature

Force (joint & muscle) and Touch (nerve endings in skin) sensations

Often coupled with input device tracking

Haptic Display Characteristics

Perceptual dimensions

Resolution-Spatial & Temporal

Ergonomics

Haptic Display Device Types

Ground referenced

Body referenced

Tactile

Combination

Passive

create a physical link between the user and a ground point (desktop, wall, ceiling, floor)

Places the haptic device as part of the user’s body

freedom of motion

must bear weight of device

present haptic information by stimulating tactile sense (hands)

applying physical stimuli on human skin [jari karina]

Example technologies

Force-reflecting joysticks

Pen-based force-feedback devices

Stringed devices

Motion platforms

Large articulated robotic arms

Example technologies

Mechanical displacement

Vibrotactile

Electrovibration

Combine more than one haptic/tactile technology

Use passive physical representations of virtual objects to communicate their physical qualities

Haptics in 3D UIs

Characterising Displays by Level of Fidelity

Use of haptic feedback

provide feedback when grabbing and manipulating virtual objects

Use of tactile feedback

identify textures on surfaces

degree to which sensory stimuli produced by a display correspond to those that would be present in the real world

Fidelity: realism of the display

Visual display fidelity components

FOR

FOV

stereoscopy quality

refresh rate

spatial resolution

colour reproduction quality

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