Interactivity and Selection
CS137 Assignment #5
Out |
Wed, 11/8 |
Part A Due |
Mon, 11/13 |
Part B Due |
Mon, 11/20 |
Explore the interactive component of VR visualization design.
Learn about existing and postulate new metaphors, devices, and techniques for VR interaction.
Consider specific needs of scientific VR users.
Learn about storyboard techniques in describing interactive tasks.
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Check the calendar page of the course's webpage for
readings.
(Note:
Read through both parts of this assignment in order to understand the
eventual Cave implementation in Part B before beginning work on Part A)
Part A: Interaction
Storyboard. Overview:
The
goal for this assignment is to create a storyboard --a comic
book-like series of image frames-- outlining a narrative sequence for
the VR exploration of AT LEAST EIGHT important features of wing
kinematics and flow interaction from the list below:
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The
storyboard should show these features being explored using 2 or more
specific visualization devices or strategies from the list
below, and one that you devise on your own:
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Your
storyboard should follow the explorations of an imaginary user
navigating the VR space of the Cave and using the your devices and
strategies to investigate and compare the features you include in
your imagined model. You should devise a user interface to
facilitate the selection and use of the various visualization devices
within the model. The interface might include real objects, such as
wands, buttons etc. and also virtual objects such as color palettes,
pull-down menus, etc. Your interface, real and virtual, might simply
be an adjustment to the existing tools in the Cave, or it might more
unusual, following a design metaphor--such as driving a car--in order
to be more intuitively understandable for the imagined user. However,
since Part B of this assignment will involve enacting your storyboard
in the Cave, you should avoid impracticality of implementation (ask
the TAs) or distracting complexity (for more info, see Interface
Design Details, below.)
You
should show a complex data set relating to wing surface variability
(shape and elasticity of membrane and bone) as well as airflow
surrounding the wing and in the wake (speed, direction, pressure &
vorticity/turbulence). Because it is unlikely that all this
information can be shown at once in a 4D environment, you must devise
an interactive selection strategy, including a “script” or “menu”
for user choices. Imagine the best way to visually highlight or
isolate specific relationships, segments of data, or cause and effect
“events” for study.
Part A:
Interaction Storyboard. Procedure:
Step 1. Choosing Features and Tools
As
you refine your list of data features and tools, imagine your user
conducting an exploratory process in a narrative sequence. The
narrative sequence might follow one of these two options:
*An example of a hypothesis/revised hypothesis that could provide narrative structure for your sequence could be:
“Vorticity is shed as discrete vortices at low speeds, but in continuous structures at higher speeds.” The revised hypothesis might be: “Vortices are shed as discrete vortices at all speeds.”
You
might want to pose a hypothesis or question that involves several
quantities at the same time (musculature, vorticity, camber,
pressure, etc.) to provide a more interesting and challenging design
problem.
Ideally,
the sequence does not answer the question, but posses several
possibilities, each with merit, for comparison. The science
involved in your hypotheses or questions need only reflect you
current understanding of the problems we have been studying.
Step 2. Interface
Design Details
The tool set can include real objects (wand, glove, brush, table, other props, etc.), virtual objects (color prism, 3D icons, etc.), body gestures sensed by wiring, voice commands, and/or other interaction devices and techniques. Your interface should be as simple as possible, yet detailed. It should be intuitive in the sense that it can be easily learned, and later, operated without a “guide book”. However, it should also be complete in providing a means to accomplish the required functionality. It should enhance the user’s sense of connection with the virtual environment and the “realness” of the model. Finally, it should be usable efficiently by an expert, as well, with metaphorical keyboard shortcuts, for example, that will help the expert user work more quickly.
You might try to imagine a “real world” metaphor for the “mood” of your interface (i.e. “scuba diving”, “dissection” or “haunted house”) to give the experience a vivid, comforting, or magical character.
Concentrate on meaningful
functionality and do-ability. Any metaphor is great as long as it's
not detracting from a focus on visualization of the force and form.
You must also keep in mind good usability by scientists exploring the
real data. Consult the books in the Cave for interface options. You
might try to make commonly accessed functions easily or intuitively
activated. Document your designs in drawing, actual objects, or
in 2D or 3D digital graphics. Documentation should be completely
detailed and include diagrams for use. The documentation can be
appended to your final storyboard.
Step 3. Constructing the Storyboard
Draw/write
a storyboard describing the various components of your visualization
strategy, how they would be activated, deactivated, compared and
studied by a user.
The
storyboard should follow a narrative sequence (see Options 1 & 2
above). Begin with very simple diagrammatic sketches to develop a
strategy for presenting your toolset and its use in time and VR space
in approximately 10 FRAMES. An excellent approach for planning your
storyboard is to do many drawings on separate sheets of paper, and
then “mix ‘n match” the various frames, deleting and filling in
gaps, until you get a sequence that works. For example, it is
difficult to predict how “jump cuts” between frames will work
until you actually see them together.
When
you have your sequence, you can paste your sketches onto a piece of
illustration board (18” x 24” or larger) and develop them as
drawings, or redraw them in place on the board. If you are going to
use photos, it will probably be easier to sketch with a pencil, make
your decisions, and then set-up to take the photos.
The storyboard itself should
be fully understandable or even evocative of the actual experience in
the Cave. Captions are fine, but the pictures should really tell the
story. It is important to think of the storyboard itself as a design
project. It should be legible and visually involving. Think of
possible strategies for suggesting the sequencing of narrative
events. Frames within frames can show scaled-up details of the
action, “cutaway shots” can connect the user’s actions with
their result, or with the aspect of the model the viewer is
concentrating on. Continuity is an important factor. Study the
“Scarecrow” video or the storyboards from previous classes for
techniques that might allow the viewer of your storyboard to
understand the pacing and sequence of the action, as well as its
narrative content in relation to the data set in the model. Comic
books, movies or TV ads can also provide a model for interconnection
of narrative through “montage” or sequential juxtaposition of
images.
There
is also, conveniently, a series of drawings from the storyboard
exercise for another class in the lobby near the kitchen on the 3rd
floor of CIT.
Your style of depiction is completely up to you. You can utilize a fully naturalistic drawing or photographic strategy, or simplify the scenario to a diagrammatic representation. You can also integrate these two approaches, but the result must be narratively comprehensible, and include a role for the 4D character of the model in the spatial and temporal environment of the Cave. Screenshots from the Cave itself are fine, but should be printed out and pasted onto a real board, or integrated into a fully realized storyboard in digital form. In any case, still images only are acceptable.
Part B:
VR scenario implementation:
Reenact your storyboard, or a
sequence from it, in the CAVE, making adjustments to your interface
and visualization strategies if necessary. If two visualization
elements will not work together, indicate a selectivity mechanism to
toggle them in sequence, view them side by side, reduce one to a
numbered readout or data screen etc.
You
may select a smaller portion of your storyboard if building the whole
thing is impractical. However, there should be at least six data
features shown in three different configurations (three frames). Plan
to use the "Wizard of Oz" technique with an assistant to
simulate a run-through of those three different scenarios in real
time for the class.
The
"Wizard of Oz" technique means that you don't really code
all the interaction. You fake it by having someone behind the curtain
pressing keyboard keys, while you act as if the program responds to
your actions directly. Use layers and frames to simulate the
interaction with the environment. In class you will have to act out
your scenarios by having someone helping you with the "interaction"
part.
Practice
your presentation with your partner so he or she knows the "commands"
or "actions" that trigger events in your environment. Some
interactive changes will be possible, of course: moving objects or
point of view, changing colors with the color prism. If these actions
are going to play an important part in your reenactment, they should
be initially scripted into your storyboard.
If
you like, you can build an artificial sense of scientific discovery
into your VR scenarios: e.g. your design has facilitated an important
insight about the effects of bone shape in keeping the bats aloft!
It is understood that this is an imaginative design process. That means the form and the animation can be a bit crude, and that what’s really important is that you've thought through the interaction technique. Nonetheless, it will be easier for the class to understand your ideas if the interaction runs as smoothly as possible in your presentation.
Do your interaction techniques mimic a “real world” metaphor? If so, which one, and why is this an appropriate choice?
Consider a compound task in this environment. For example, part 1: find an area of interest, part 2: navigate to this area, part 3: examine this area in detail. How many operations would be involved in this typical compound task given your interface? Would changing modes be a distraction to the scientist?
Do you place several functions on the same device? For example, the left wand button moves your model in navigation mode, but places a streamline in exploration mode? If so, how difficult will it be to remember the interface? How can you avoid confusion in this situation?
Are common tasks easily performed with your interface?
Could your interaction design be generalized to work for any VR application? How specific is it to the bat flight program?
Will your techniques work when the bat is made very small? How about when it is as large as the Cave, or even bigger?
If you developed an intuitive design for novices, is it still unrestrictive for an expert user? If your design is more appropriate for an experienced user, how long will it take to become experienced?
Could a professor operate your interface? Would a professor want to operate your interface? How about a scientist?
Would someone get tired operating your interface?
Can a scientist focus on a scientific task, or does your interface require a significant amount of thought unrelated to the problem at hand in order to operate it?
What particular scientific task does your storyboard represent a user performing?
For each scene in your storyboard, how does the interaction of the user help to accomplish this task? For example, what scientifically relevant structure does toggling visibility of some region help to reveal?
As you worked on your storyboard, were there any aspects of your interface design that seemed as though they work smoothly?
Were you conscious of any unwieldy or awkward elements as you considered the user navigating and performing tasks?
As you look objectively at your completed storyboard, can you read the narrative clearly? Are there actions that might be misinterpreted by a viewer? (if so, you should consider adjusting the drawing, or adding more explanatory text in the area below the images).