User Interaction in Hybrid Multi-Display Environments
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User Interaction in Hybrid Multi-Display Environments Hrvoje Benko Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2007 © 2007 Hrvoje Benko All Rights Reserved ABSTRACT User Interaction in Hybrid Multi-Display Environments Hrvoje Benko This dissertation presents the design, implementation, and evaluation of novel pointer-based and gesture-based interaction techniques for multi-display environments (MDEs). These techniques transcend the constraints of a single display, allowing users to combine multiple displays and interaction devices in order to benefit from the advan- tages of each. First, we introduce a set of pointer warping techniques, which improve existing mouse pointer interaction in an MDE, by allowing users to instantaneously relocate the cursor to an adjacent display, instead of traversing the bezel. Formal evaluations show significant improvements in user performance when compared to standard mouse be- havior. Next, we focus on a particular kind of MDE, in which 3D head-worn augmented re- ality displays are combined with handheld and stationary displays to form a hybrid MDE. A key benefit of hybrid MDEs is that they integrate and utilize the 3D space in which the 2D displays are embedded, creating a seamless visualization environment. We describe the development of a complex hybrid MDE system, called Visual Interac- tion Tool for Archaeology (VITA), which allows for collaborative off-site analysis of archaeological excavation data by distributing the presentation of data among several head-worn, handheld, projected tabletop, and large high-resolution displays. Finally, inspired by the lack of freehand interactions for hybrid MDEs, we designed gestural techniques that address the important issues of interacting across and within 2D and 3D displays. First, we present a set of Cross-Dimensional Gestures, which facilitate transitioning and associating the data between devices, displays, and dimensionalities, by synchronizing the recognition of gestures between a 2D multi-touch–sensitive pro- jected display and a tracked 3D finger-bend sensor glove. Second, we describe a set of Dual Finger Selection techniques that allow for precise and accurate selection of small targets within 2D displays, by exploiting the multi-touch capabilities of a tabletop sur- face. Third, we present the Balloon Selection technique, which is three times more accu- rate than standard wand-based selection when selecting small 3D objects above a table- top surface. Balloon Selection decouples the 3DOF selection task into a 2DOF task and a 1DOF task, while grounding the user’s hands on a touch-sensitive tabletop surface. Dissertation Committee Chair Prof. John R. Kender, Ph.D. Columbia University, New York, NY Adviser Prof. Steven K. Feiner, Ph.D. Columbia University, New York, NY Internal Member Prof. Julia B. Hirschberg, Ph.D. Columbia University, New York, NY External Member Andrew D. Wilson, Ph.D. Microsoft Research, Redmond, WA External Member David J. Sturman, Ph.D. Massive Incorporated, New York, NY May, 2007 This document differs from the original Columbia University dissertation deposit version. Although it contains identical content, it has been formatted to reduce the total number of pages and save some trees. Table of Contents List of Figures ..................................................................................................................vi List of Tables...................................................................................................................xiv Acknowledgements .........................................................................................................xv 1 Introduction ...............................................................................................................1 1.1 Why MDEs? ........................................................................................................3 1.2 Why Hybrid MDEs?............................................................................................6 1.3 Why Freehand Interaction? .................................................................................7 1.4 Contributions .......................................................................................................9 1.4.1 Pointer Warping with Multi-Monitor Mouse ............................................11 1.4.2 VITA Hybrid MDE ...................................................................................12 1.4.3 Cross-Dimensional Gestures.....................................................................13 1.4.4 Dual Finger Selection Techniques.............................................................14 1.4.5 Balloon Selection.......................................................................................15 2 Related Work...........................................................................................................17 2.1 MDE Implementations ......................................................................................17 2.1.1 Early MDEs...............................................................................................17 2.1.2 Ubiquitous Computing Environments.......................................................18 2.1.3 Peripheral and Ambient Displays..............................................................20 2.1.4 Tangible User Interfaces............................................................................21 2.1.5 Augmented Reality and Hybrid MDEs .....................................................22 2.1.6 Display Clusters.........................................................................................25 2.1.7 Multi-Display Consumer Systems.............................................................25 2.2 MDE Display Classification..............................................................................27 2.3 Interacting in MDEs ..........................................................................................29 2.3.1 Interacting across Displays........................................................................29 2.3.1.1 Mouse Pointer Interactions....................................................................29 2.3.1.2 Interacting with Pens, Wands, and PDAs..............................................31 2.3.2 Interacting through Displays .....................................................................33 2.3.3 Display Association...................................................................................34 2.3.4 Experimental Studies of MDE Interactions...............................................35 2.4 Freehand Interaction..........................................................................................36 i 2.4.1.1 Hand Gesture Theory............................................................................ 37 2.4.1.2 Gestural Interaction with Standard Displays ........................................ 38 2.4.1.3 Gestural Interaction in 3D Virtual Environments................................. 39 2.4.1.4 Bimanual Interaction............................................................................. 39 2.4.1.5 Multi-Touch Technology...................................................................... 40 3 Improving Pointer Interaction in MDEs .............................................................. 43 3.1 MDE Bezel Traversal Issues............................................................................. 44 3.1.1.1 Increased Distances............................................................................... 44 3.1.1.2 Gaps between Displays......................................................................... 45 3.1.1.3 Display Mismatch ................................................................................. 45 3.2 Multi-Monitor Mouse (M3)............................................................................... 48 3.2.1 M3 Frame-Switching Alternatives ............................................................ 49 3.2.1.1 Mouse-Button Switch (MB) ................................................................. 49 3.2.1.2 Keyboard Switch (KB) ......................................................................... 50 3.2.1.3 Mouse-Location Switch (ML).............................................................. 50 3.2.1.4 Head-Orientation Switch (HEAD)........................................................ 51 3.2.1.5 Head-Orientation–Mouse Switch (HEADMB)..................................... 51 3.2.2 M3 Pointer-Placement Strategies .............................................................. 52 3.2.2.1 Fixed-Location Center Strategy (C)...................................................... 52 3.2.2.2 Frame-Relative Strategy (FR)............................................................... 52 3.2.2.3 Frame-Memory Strategy (FM) ............................................................. 54 3.3 User Evaluations of M3..................................................................................... 54 3.3.1 Experiment 1: Pointer Warping in Homogeneous MDEs......................... 54 3.3.1.1 Setup ..................................................................................................... 55 3.3.1.2 Method .................................................................................................. 55 3.3.1.3 Procedure .............................................................................................. 56 3.3.1.4 Task......................................................................................................