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David Englmeier
Spherical Tangible User Interfaces in Mixed Reality Dissertation, LMU München: Fakultät für Mathematik, Informatik und Statistik, 2021. |
The popularity of virtual reality (VR) and augmented reality (AR) has grown rapidly in recent years, both in academia and commercial applications. This is rooted in technological advances and affordable head-mounted displays (HMDs). Whether in games or professional applications, HMDs allow for immersive audio-visual experiences that transport users to compelling digital worlds or convincingly augment the real world. However, as true to life as these experiences have become in a visual and auditory sense, the question remains how we can model interaction with these virtual environments in an equally natural way. Solutions providing intuitive tangible interaction would bear the potential to fundamentally make the mixed reality (MR) spectrum more accessible, especially for novice users. Research on tangible user interfaces (TUIs) has pursued this goal by coupling virtual to real-world objects. Tangible interaction has been shown to provide significant advantages for numerous use cases. Spherical tangible user interfaces (STUIs) present a special case of these devices, mainly due to their ability to fully embody any spherical virtual content. In general, spherical devices increasingly transition from mere technology demonstrators to usable multi-modal interfaces. For this dissertation, we explore the application of STUIs in MR environments primarily by comparing them to state-of-the-art input techniques in four different contexts. Thus, investigating the questions of embodiment, overall user performance, and the ability of STUIs relying on their shape alone to support complex interaction techniques. First, we examine how spherical devices can embody immersive visualizations. In an initial study, we test the practicality of a tracked sphere embodying three kinds of visualizations. We examine simulated multi-touch interaction on a spherical surface and compare two different sphere sizes to VR controllers. Results confirmed our prototype's viability and indicate improved pattern recognition and advantages for the smaller sphere. Second, to further substantiate VR as a prototyping technology, we demonstrate how a large tangible spherical display can be simulated in VR. We show how VR can fundamentally extend the capabilities of real spherical displays by adding physical rotation to a simulated multi-touch surface. After a first study evaluating the general viability of simulating such a display in VR, our second study revealed the superiority of a rotating spherical display. Third, we present a concept for a spherical input device for tangible AR (TAR). We show how such a device can provide basic object manipulation capabilities utilizing two different modes and compare it to controller techniques with increasing hardware complexity. Our results show that our button-less sphere-based technique is only outperformed by a mode-less controller variant that uses physical buttons and a touchpad. Fourth, to study the intrinsic problem of VR locomotion, we explore two opposing approaches: a continuous and a discrete technique. For the first, we demonstrate a spherical locomotion device supporting two different locomotion paradigms that propel a user's first-person avatar accordingly. We found that a position control paradigm applied to a sphere performed mostly superior in comparison to button-supported controller interaction. For discrete locomotion, we evaluate the concept of a spherical world in miniature (SWIM) used for avatar teleportation in a large virtual environment. Results showed that users subjectively preferred the sphere-based technique over regular controllers and on average, achieved lower task times and higher accuracy. To conclude the thesis, we discuss our findings, insights, and subsequent contribution to our central research questions to derive recommendations for designing techniques based on spherical input devices and an outlook on the future development of spherical devices in the mixed reality spectrum. |