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UVa Position Paper for CHI 94 Workshop on 3D Interaction

Infrastructure While building two-handed interaction in Alice is relatively straight forward, Alice presently has no event model; application programmers poll the devices directly and perform their own pick correlation. Application programmers should not have to attend to these low-level details: it distracts them from the more important issues of building new applications and demonstrating new interaction techniques. Building a full multi-modal event-based input model (two hands, voice input, 3D sound, etc.) remains an open area of research. Programmers must also not be distracted by building and rebuilding low-level mechanisms required to maintain immersive update rates. Keeping the frame rate sufficiently high is a concern that all 3D interactive applications will have, and because scenes can become arbitrarily complex, this concern cannot ever be fully resolved by simply employing more powerful hardware. When the scene complexity rises beyond the capabilities of the hardware, the system can degrade either the frame rate or the image quality. While it is easier for current systems simply to degrade the frame rate, perceptual psychologists contend that this is an inappropriate compromise, and that there are techniques for degrading the image quality which exploit the human perceptual system. Collaboration Over the past two years, our collaboration with perceptual psychologist Dennis Proffitt at the University of Virginia has been extremely valuable, producing important results in both Computer Science and Psychology. Thanks to the help of Dr. Proffitt, we have the first known confirmation of a task in which a head-tracked point of view outperforms a point of view controlled by the user's hand [HEAD]. In other research, Dr. Proffit worked with us in an experiment that measures people's ability to estimate the incline of hills. In this work, we were able to show that people overestimate the incline of virtual hills seen in a head mounted display (HMD) by the same amount as they do with hills in the real world. At least in this limited domain, 3D interactive immersive graphics proved to be a powerful lab apparatus for the perceptual psychologists. Clearly, this collaboration benefits both fields. Psychologists benefit by gaining powerful new tools and a new domain in which to conduct and extend their research. Computer scientists benefit from the expertise and experience of psychologists, who have already faced in the real world many of the issues we are now facing in our synthetic worlds. This exchange of ideas has lead to very concrete benefits: …