A Survey of Interaction Techniques for Interactive 3D Environments Jacek Jankowski, Martin Hachet

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A Survey of Interaction Techniques for Interactive 3D Environments Jacek Jankowski, Martin Hachet A Survey of Interaction Techniques for Interactive 3D Environments Jacek Jankowski, Martin Hachet To cite this version: Jacek Jankowski, Martin Hachet. A Survey of Interaction Techniques for Interactive 3D Environments. Eurographics 2013 - STAR, May 2013, Girona, Spain. hal-00789413 HAL Id: hal-00789413 https://hal.inria.fr/hal-00789413 Submitted on 23 May 2014 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. EUROGRAPHICS ’0x/ N.N. and N.N. STAR – State of The Art Report A Survey of Interaction Techniques for Interactive 3D Environments Jacek Jankowski and Martin Hachet Inria Bordeaux, France Abstract Various interaction techniques have been developed for interactive 3D environments. This paper presents an up- to-date and comprehensive review of the state of the art of non-immersive interaction techniques for Navigation, Selection & Manipulation, and System Control, including a basic introduction to the topic, the challenges, and an examination of a number of popular approaches. We hope that this survey can aid both researchers and devel- opers of interactive 3D applications in having a clearer overview of the topic and in particular can be useful for practitioners and researchers that are new to the field of interactive 3D graphics. Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques—Interaction Techniques 1. Introduction People spend all their lives in a 3D world and they develop Navigation (Section 2) skills for manipulating 3D objects, navigating around the 3D world, and interpreting 3D spatial relationships. However, they often find it difficult to interact in interactive 3D en- Interaction Selection & Manipulation vironments. Quite often, this is the result of a not properly in 3D (Section 3) designed user interface or due to inappropriate selection of interaction techniques. Therefore, in this paper we present a System Control comprehensive review of the state of the art of mouse and (Section 4) touch based interaction techniques for interactive 3D envi- ronments. We hope that this survey can aid both researchers and developers of interactive 3D applications in having a Figure 1: Interaction techniques considered in this report. clearer overview of the topic and in particular can be use- ful for practitioners and researchers that are new to the field of interactive 3D graphics. The interaction in an interactive 3D environment can be We define interactive 3D environments as computer repre- characterized in terms of three universal interaction tasks sentations of real world or imaginary spaces through which [Han97, BKLP01, BKLP04]: Navigation - refers to the mo- users can navigate and in which they can interact with ob- tor task of moving user’s viewpoint through an environment; jects in real time. Unlike immersive virtual environments includes a cognitive component - wayfinding; Selection and [BKLP04], which use specialized displays and interaction Manipulation - refers to techniques of choosing an object devices such as head-mounted displays to create a sense of and specifying its position, orientation, and scale; System presence for the users within the virtual world, interactive Control - refers to communication between user and system 3D environments are not limited to immersive context and which is not part of the virtual environment. The problem of exploit common, general-purpose hardware for interaction, providing a user with an interface for exploring 3D environ- i.e., mouse and keyboard as well as the multi-touch input. ments is strongly related to all above listed problems. c The Eurographics Association 200x. J. Jankowski & M. Hachet / A Survey of Interaction Techniques for Interactive 3D Environments The research devoted to the interaction techniques for 3D 2. Navigation environments is broad, but it still lacks of a formal structural Interactive 3D environments usually represent more space organization. In light of this consideration, the main contri- than can be viewed from a single point. Users have to be butions of this STAR can be summarized as follows: able to get around within the environment in order to obtain • In this State-of-the-Art Report we cover the important different views of the scene. This process of getting around past 16 years of work on interaction techniques for in- a virtual environment while keeping track of one’s where- teractive 3D since the last STAR [Han97] on the subject. abouts and task objectives is the subject of a number of tech- • All major interaction techniques for Navigation, Selection niques often referred to by such names as wayfinding, loco- & Manipulation, and System Control are thoroughly anal- motion, navigation, and camera/viewpoint control. ysed, formally organised and reviewed in Sections 2-4. • We use a task-centric classification of the techniques in Developing an effective technique for navigation for in- this field, in order to help users, in particular practitioners teractive 3D environments is difficult. First of all, viewpoint and researchers that are new to the field of 3D interactive control involves six degrees of freedom (6DOF): three di- graphics, to choose the ones that best suit their needs. mensions for positional placement (translation) and three for • As implementation of an interaction technique is usually angular placement (rotation). The problem is the number of followed (or at least should be) by its evaluation, in Sec- parameters to be controlled by the user - the major limita- tion 5 we describe methodologies that may help in the tion inherent in using 2D devices is that at least one change process of evaluating such techniques. of state is required to cover all transitions and rotations. An- • As most of our STAR focuses on the specific tasks that oc- other problem is the type of viewpoint control required by a cur in 3D applications, which are independent of the input given task that can be as different as simply exploring large device, in Section 6 we describe some VR and 3D UI re- scale 3D environment to high-precision inspection of some search that can have an impact on interaction techniques 3D object. In addition to the difficulties of controlling the for non-immersive 3D environments. viewpoint, there is a problem of wayfinding, especially in • Finally, based on our experience with developing interac- large virtual worlds. It is related to how people build up an tion techniques for the Web-based 3D environments, we understanding (mental model) of a virtual environment and it summarize what we consider to be the main 3D Web de- is significantly affected by technological constraints among sign guidelines in Section 7. which are small Field of View and the lack of vestibular in- formation. At last, effective techniques for 3D navigation should satisfy general interface requirements (e.g., is easy 1.1. Related Work to use, prevents user disorientation, etc.) A great deal of research interest has been devoted to the 3D Mackinlay et al. [MCR90] distinguish four types of view- computer graphics; however, most of this research effort has point movement for interactive 3D workspaces (we provide focused on the technical and application aspects. Our con- corresponding Bowman et al.’s [BKLP01] and Tan et al’s cern, however, is with how users interact with 3D environ- [TRC01] goals for the navigation in brackets) ments and there are only few works related to classification approaches in the field of 3D interaction techniques. General movement. Exploratory movement, such as walk- ing through a simulation of an architectural design (cor- Chris Hand’s survey (published in EG Computer Graphics responds to Bowman et al.’s and Tan et al.’s Exploration Forum) was published 16 years ago [Han97] and is signifi- goal). cantly outdated; it also mixes immersive and non-immersive Targeted movement. Movement with respect to a specific techniques. A comprehensive overview of interaction tech- target, such as moving in to examine a detail of an engi- niques, but focused on immersive virtual environments is neering model (corresponds to Bowman et al.’s and Tan et given by Bowman et al. [BKLP01, BKLP04]. Christie et al. al.’s Search goal). [CON08] quite recently presented the an overview of camera Specified coordinate movement. Movement to a precise control in computer graphics, focusing mainly on semi and position and orientation, such as to a specific viewing po- fully automatic camera systems. Their analysis draws on in- sition relative to a CAD model: the user has to supply the sights from cinematic and photographic practice. In contrast, exact position and orientation of his destination. our work will be guided by the interaction tasks. Moreover, Specified trajectory movement. Movement along a posi- we provide a review of all three universal 3D interaction tion and orientation trajectory, such as a cinematographic tasks. Finally, in [Jan11b] we aimed to clarify some of the camera movement (corresponds to Bowman et al.’s Ma- foundations of 3D Web user interface design. We focused neuvering and Tan et al.’s Inspection goal). on an understanding of the fundamental tasks users may en- gage in while exploring Web-based 3D virtual environments In recent years many types of viewpoint movement tech- and included a review of mouse-based 3D interaction tech- niques for interactive 3D environments have been imple- niques useful in the context of 3D Web. This review formed mented or proposed. In the following we will classify them the foundation for this State-of-the-Art Report. into four categories proposed by Mackinlay et al.
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