Desktop Orbital Camera Motions Using Rotational Head Movements

In this paper, we investigate how head movements can serve to change the viewpoint in 3D applications, especially when the viewpoint needs to be changed quickly and temporarily to disambiguate the view. We study how to use yaw and roll head movements to perform orbital camera control, i.e., to rotate the camera around a specific point in the scene. We report on four user studies. Study 1 evaluates the useful resolution of head movements. Study 2 informs about visual and physical comfort. Study 3 compares two interaction techniques, designed by taking into account the results of the two previous studies. Results show that head roll is more efficient than head yaw for orbital camera control when interacting with a screen. Finally, Study 4 compares head roll with a standard technique relying on the mouse and the keyboard. Moreover, users were allowed to use both techniques at their convenience in a second stage. Results show that users prefer and are faster (14.5%) with the head control technique.

[1]  Bernd Fröhlich,et al.  Two-handed direct manipulation on the responsive workbench , 1997, SI3D.

[2]  Joseph J. LaViola,et al.  Exploring head tracked head mounted displays for first person robot teleoperation , 2014, IUI.

[3]  François Bérard The Perceptual Window: Head Motion as a New Input Stream , 1999, INTERACT.

[4]  Ivan Poupyrev,et al.  3D User Interfaces: Theory and Practice , 2004 .

[5]  Dieter Schmalstieg,et al.  Strolling Through Cyberspace With Your Hands In Your Pockets: Head Directed Navigation In Virtual Environments , 1998, EGVE.

[6]  Kellogg S. Booth,et al.  Evaluating 3D task performance for fish tank virtual worlds , 1993, TOIS.

[7]  Kellogg S. Booth,et al.  Fish tank virtual reality , 1993, INTERCHI.

[8]  J. Gibson,et al.  Motion parallax as a determinant of perceived depth. , 1959, Journal of experimental psychology.

[9]  Christopher G. Healey,et al.  A comparison of immersive HMD, fish tank VR and fish tank with haptics displays for volume visualization , 2006, APGV '06.

[10]  Carolina Cruz-Neira,et al.  Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE , 2023 .

[11]  R. Schülke [Anatomy and physiology]. , 1968, Zahntechnik; Zeitschrift fur Theorie und Praxis der wissenschaftlichen Zahntechnik.

[12]  Nicolas Roussel,et al.  How low can you go?: human limits in small unidirectional mouse movements , 2013, CHI.

[13]  Eva Eriksson,et al.  Use your head: exploring face tracking for mobile interaction , 2006, CHI Extended Abstracts.

[14]  Joseph J. LaViola,et al.  Evaluating performance benefits of head tracking in modern video games , 2013, SUI '13.

[15]  Hans-Werner Gellersen,et al.  Feet movement in desktop 3D interaction , 2014, 2014 IEEE Symposium on 3D User Interfaces (3DUI).

[16]  Edmund F. LoPresti,et al.  Neck range of motion and use of computer head controls , 2000, Assets '00.

[17]  W. Miles Ocular dominance in human adults. , 1930 .

[18]  R J Jagacinski,et al.  Fitts' Law in two dimensions with hand and head movements. , 1983, Journal of motor behavior.

[19]  Stephen A. Brewster,et al.  Head tilting for interaction in mobile contexts , 2009, Mobile HCI.

[20]  Patrick Olivier,et al.  Camera Control in Computer Graphics , 2008, Comput. Graph. Forum.

[21]  Stefano Stramigioli,et al.  Endoscopic camera control by head movements for thoracic surgery , 2010, 2010 3rd IEEE RAS & EMBS International Conference on Biomedical Robotics and Biomechatronics.

[22]  Jeremy R. Cooperstock,et al.  On the Limits of the Human Motor Control Precision: The Search for a Device's Human Resolution , 2011, INTERACT.

[23]  Ivan Poupyrev,et al.  Non-isomorphic 3D rotational techniques , 2000, CHI.

[24]  Ravin Balakrishnan,et al.  Exploring bimanual camera control and object manipulation in 3D graphics interfaces , 1999, CHI '99.

[25]  Ivan Poupyrev,et al.  Amplifying spatial rotations in 3D interfaces , 1999, CHI EA '99.

[26]  Patrick Olivier,et al.  Camera Control in Computer Graphics , 2006, Eurographics.

[27]  G. Drew Kessler,et al.  PRISM interaction for enhancing control in immersive virtual environments , 2007, TCHI.

[28]  Scott E. Hudson,et al.  Head-tracked orbital viewing: an interaction technique for immersive virtual environments , 1996, UIST '96.

[29]  Chris Harrison,et al.  Lean and zoom: proximity-aware user interface and content magnification , 2008, CHI.

[30]  Robert van Liere,et al.  Enhancing fish tank VR , 2000, Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048).

[31]  Daniel Vogel,et al.  The effect of spring stiffness and control gain with an elastic rate control pointing device , 2008, CHI.

[32]  Joseph J. LaViola,et al.  An Exploration of Non-Isomorphic 3D Rotation in Surround Screen Virtual Environments , 2007, 2007 IEEE Symposium on 3D User Interfaces.

[33]  Michael Ortega-Binderberger,et al.  Direct drawing on 3D shapes with automated camera control , 2014, CHI.

[34]  Raimund Dachselt,et al.  Use your head: tangible windows for 3D information spaces in a tabletop environment , 2012, ITS.

[35]  Luis Serra,et al.  The heaven and earth virtual reality: Designing applications for novice users , 1993, Proceedings of IEEE Virtual Reality Annual International Symposium.

[36]  Massimiliano Dellisanti Fabiano,et al.  Improving bi-manual 3D input in CAD modelling by part rotation optimisation , 2010, Comput. Aided Des..

[37]  P. Fitts The information capacity of the human motor system in controlling the amplitude of movement. , 1954, Journal of experimental psychology.

[38]  Robert J. Teather,et al.  Exaggerated head motions for game viewpoint control , 2008, Future Play.

[39]  Masatoshi Ishikawa,et al.  Ptz control with head tracking for video chat , 2009, CHI Extended Abstracts.