HCSep 28, 2016
Preference Between Allocentric and Egocentric 3D Manipulation in a Locally Coupled ConfigurationPaul Issartel, Lonni Besançon, Florimond Guéniat et al.
We study user preference between allocentric and egocentric 3D manipulation on mobile devices, in a configuration where the motion of the device is applied to an object displayed on the device itself. We first evaluate this preference for translations and for rotations alone, then for full 6-DOF manipulation. We also investigate the role of contextual cues by performing this experiment in different 3D scenes. Finally, we look at the specific influence of each manipulation axis. Our results provide guidelines to help interface designers select an appropriate default mapping in this locally coupled configuration.
HCMar 29, 2016
Usability Comparison of Mouse, Touch and Tangible Inputs for 3D Data ManipulationLonni Besançon, Paul Issartel, Mehdi Ammi et al.
We evaluate the performance and usability of mouse-based, touch-based, and tangible interaction for manipulating objects in a 3D virtual environment. This comparison is a step toward a better understanding of the limitations and benefits of these existing interaction techniques, with the ultimate goal of facilitating the integration of different 3D data exploration environments into a single interaction continuum. For this purpose we analyze participants' performance in 3D manipulation using a docking task. We measured completion times, docking precision, as well as subjective criteria such as fatigue, workload, and preference. Our results show that the three input modalities provide similar levels of precision but require different interaction times. We also discuss our qualitative observations as well as people's preferences and put our findings into context of the practical application domain of 3D data analysis environments.
HCMar 24, 2016
Analysis of Locally Coupled 3D Manipulation Mappings Based on Mobile Device MotionPaul Issartel, Florimond Guéniat, Tobias Isenberg et al.
We examine a class of techniques for 3D object manipulation on mobile devices, in which the device's physical motion is applied to 3D objects displayed on the device itself. This "local coupling" between input and display creates specific challenges compared to manipulation techniques designed for monitor-based or immersive virtual environments. Our work focuses specifically on the mapping between device motion and object motion. We review existing manipulation techniques and introduce a formal description of the main mappings under a common notation. Based on this notation, we analyze these mappings and their properties in order to answer crucial usability questions. We first investigate how the 3D objects should move on the screen, since the screen also moves with the mobile device during manipulation. We then investigate the effects of a limited range of manipulation and present a number of solutions to overcome this constraint. This work provides a theoretical framework to better understand the properties of locally-coupled 3D manipulation mappings based on mobile device motion.
HCMar 8, 2016
A Tangible Volume for Portable 3D InteractionPaul Issartel, Lonni Besançon, Tobias Isenberg et al.
We present a new approach to achieve tangible object manipulation with a single, fully portable and self-contained device. Our solution is based on the concept of a "tangible volume". We turn a tangible object into a handheld fish-tank display. The tangible volume represents a volume of space that can be freely manipulated within a virtual scene. This volume can be positioned onto virtual objects to directly grasp them, and to manipulate them in 3D space. We investigate this concept through two user studies. The first study evaluates the intuitiveness of using a tangible volume for grasping and manipulating virtual objects. The second study evaluates the effects of the limited field of view on spatial awareness. Finally, we present a generalization of this concept to other forms of interaction through the surface of the volume.
HCFeb 2, 2016
Perceiving Mass in Mixed Reality through Pseudo-Haptic Rendering of Newton's Third LawPaul Issartel, Florimond Guéniat, Sabine Coquillart et al.
In mixed reality, real objects can be used to interact with virtual objects. However, unlike in the real world, real objects do not encounter any opposite reaction force when pushing against virtual objects. The lack of reaction force during manipulation prevents users from perceiving the mass of virtual objects. Although this could be addressed by equipping real objects with force-feedback devices, such a solution remains complex and impractical.In this work, we present a technique to produce an illusion of mass without any active force-feedback mechanism. This is achieved by simulating the effects of this reaction force in a purely visual way. A first study demonstrates that our technique indeed allows users to differentiate light virtual objects from heavy virtual objects. In addition, it shows that the illusion is immediately effective, with no prior training. In a second study, we measure the lowest mass difference (JND) that can be perceived with this technique. The effectiveness and ease of implementation of our solution provides an opportunity to enhance mixed reality interaction at no additional cost.