navigating a 3d avatar using a single switch

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Player -Game Interaction Research University of Nevada, Reno Navigating a 3 D Avatar using a Single Switch Eelke Folmer , Fangzhou Liu , Barrie Ellis - FDG ’11, Bordeaux Thursday, June 30, 2011

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This presentation presents a novel scanning mechani

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Page 1: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Navigating a 3D Avatar using a Single SwitchEelke Folmer, Fangzhou Liu, Barrie Ellis - FDG’11, Bordeaux

Thursday, June 30, 2011

Page 2: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Interaction

★2D★Text

★3D★Visual

Thursday, June 30, 2011

Page 3: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Users with Disabilities

Screen reader

“ The eiffel tower was built in ...”

Assistive Technology

Thursday, June 30, 2011

Page 4: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

“Gamers” with Disabilities

“ ...........”

Thursday, June 30, 2011

Page 5: Navigating a 3D Avatar using a Single Switch

Player Game Interaction ResearchUniversity of Nevada, Reno

Severe Motor Impairments

Quadriplegics

one handed controller

eye tracker quad controller switch

Thursday, June 30, 2011

Page 6: Navigating a 3D Avatar using a Single Switch

Human Computer Interaction ResearchUniversity of Nevada, Reno

Adapted Controllers2-5 analog 13 buttons

1 binary

?

Ability

more

less

1 analog

mapping

1 analog5-7 binary

Thursday, June 30, 2011

Page 7: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Switch Controller

Severe Motor/Cognitive impairmentsSturdy / CheapNo calibration / easy to useBinary input (on/off)

jellybean sip/puff pinch

Thursday, June 30, 2011

Page 8: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Input Reduction

?

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Input Reduction

Automate

?

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Input Reduction

AutomateRemove

?

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Input Reduction

AutomateRemoveScanning

?

Thursday, June 30, 2011

Page 12: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Scanning 101

A B C

Selection Set Input generated

scanning rate

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Scanning 101

A B C

ActivateSelection Set

90

Input generated

scanning rate

C

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Scanning Pattern

A B C

D

G

E

H

F

I

Cartesian Polar

AB

C

D

E

F

G

E

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Scanning Pattern

A B C

D

G

E

H

F

I

Cartesian Polar

AB

C

D

E

F

G

E

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Scanning Pattern

A B C

D

G

E

H

F

I

Cartesian Polar

AB

C

D

E

F

G

E

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Scanning Control

A B C

hold to scan

Not always possible Unable to hold switch (Arthritis)Sip and puff

Thursday, June 30, 2011

Page 18: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Scanning Control

A B C

release to select

C

Not always possible Unable to hold switch (Arthritis)Sip and puff

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Discrete Selections

H E L L OText Entry

Web Navigation

Menu Navigation

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Avatar Navigation

Selection set [FORWARD,LEFT,RIGHT,BACK]Types of input:Continuous [FORWARD] for 300msMixed [FORWARD + TURN RIGHT]

400ms 600ms 600ms 800ms

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Continuous input approximation

[Forward] 300ms

[Forward, Le1, Right, Back]

input to generate

selection set

Thursday, June 30, 2011

Page 22: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Continuous input approximation

[Forward] 300ms

[Forward, Le1, Right, Back]

input to generate

[Forward] [Forward] [Forward] 100 ms

3 switch activations

selection set

Thursday, June 30, 2011

Page 23: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Continuous input approximation

[Forward] 300ms

[Forward, Le1, Right, Back]

input to generate

selection set

Thursday, June 30, 2011

Page 24: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Continuous input approximation

[Forward] 300ms

[Forward, Le1, Right, Back]

input to generate

[Forward] 200 ms

1 switch activations

selection set

Thursday, June 30, 2011

Page 25: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Continuous input approximation

[Forward] 300ms

[Forward, Le1, Right, Back]

input to generate

[Forward] 200 ms

1 switch activations

selection set

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Mixed Inputs Approximation[Forward+Le1] 200 ms

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Mixed Inputs Approximation[Forward+Le1] 200 ms

[Forward] [Le1] 200 ms

2 SA

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Mixed Inputs Approximation[Forward+Le1] 200 ms

[Forward] [Le1] 200 ms

2 SA

[Forward] [Le1] [Forward] [Le1] 100 ms

4 SA

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Navigating an avatar

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Navigating an avatar

[Forward] [Le1] [Forward] [Le1] [Forward] [Right] [Forward] [Forward] [Forward] [Right] [Right]

Thursday, June 30, 2011

Page 31: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Navigating an avatar

[Forward] [Le1] [Forward] [Le1] [Forward] [Right] [Forward] [Forward] [Forward] [Right] [Right]

SlowCumbersomeUnnatural

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Research QuestionCan we develop a more efficient scanning system that can generate continuous and mixed inputs?

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Improved Scanning Control

[Forward]

[Forward]Discrete

[Forward]hold and release

[Forward] [Forward] [Forward]

hold release

Continuous input

less efficient more efficient

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Generating Mixed Inputs

[Forward+Le1]

[Forward, Le%, Right, Back, Forward+Right, Forward+Le%, Back+Le%, Back+Right]

★Extending selection set

[Forward, Le%, Right, Back]

[Cancel, Le%, Right][Forward]dynamically generated

★Multistep selection

[Le1]

Thursday, June 30, 2011

Page 35: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Selection set order[Forward, Le%, Right, Back][Forward] cost

[Back, Le%, Right, Forward]

wait wait wait 3SR+RT

RT

More frequently used inputs should be at the front of the selection set

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Parameters to Compare

Discrete Hold and Releasecontrol

mixing Extension Multistep

[Forward, Le%, Right, Back]

[Forward, Le%, Right, Back, Forward+Right, Forward+Le%, Back+Le%, Back+Right]

selection sets

dia 100,200....1,000 ms

vs

vs

10

24

40,320

[Forward, Le%, Right, Back] [Cancel, Input, Input] 144

2

Thursday, June 30, 2011

Page 37: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Parameters to Compare

Discrete Hold and Releasecontrol

mixing Extension Multistep

[Forward, Le%, Right, Back]

[Forward, Le%, Right, Back, Forward+Right, Forward+Le%, Back+Le%, Back+Right]

selection sets

dia 100,200....1,000 ms

vs

vs

10

24

40,320

[Forward, Le%, Right, Back] [Cancel, Input, Input] 144

2

~400k

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Characterizing Avatar Navigation

8 Able bodied users Focus on grounded navigationNavigated in SL Environment for 8 minute

Forward 873 Forward+Left 220Left 293 Left+Forward 167 Forward 675

Second Life Key Logger

Thursday, June 30, 2011

Page 39: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Keystroke frequencyTable 1: Characteristics of Avatar Navigation.

Input Single Multi Total TimeFORWARD 74.9 - 46.8 79.4RIGHT 10.6 - 6.6 6.1LEFT 12.7 - 8.0 7.0BACK 1.9 - 1.2 1.8FORWARD+RIGHT - 46.7 17.5 10.3FORWARD+LEFT - 52.4 19.6 8.9BACK+RIGHT - 0.5 0.19 0.12BACK+LEFT - 0.5 0.19 0.21

total 100% 100% 100% 100%

key that is held the longest (86.92% of single & multi) of thetotal time participants held keys. RIGHT and LEFT are usedless frequently in single strokes but comprise 46.21% and52.71% of multistrokes. This confirms our assumption thatmultistrokes are primarily used to adjust the course of anavatar. BACK is rarely used. We consider the collected datato be representative of 3D navigation behavior in generaland we use it to inform the design of our scanning system.

4.2 Optimization Criteria

Approximating continuous and mixed inputs with discreteinputs is inefficient and leads to approximation errors (seeSection 2). Consequently to improve upon existing scanningsystems we seek to minimize the following three parameters:

1. Average time (T ) to generate an input.

2. Average number of switch activations (SA) required togenerate an input.

3. Approximation errors (error).

Where T depends on SA it also depends on the length ofthe set of input symbols that we need to scan over (to mixinputs we may expand the input set) and the scanning rate(SR). User error, e.g., the user failing to activate the switchwhen the desired input option is highlighted or accidentallyactivating a wrong input option, is considered to be propor-tionally related to the number of SA’s required to generatethe input. User error is primarily affected by SR, whichhas been extensively studied in previous work [11, 13, 21].For example, studies have shown that an optimal SR canbe achieved by dividing a user’s response time by 0.65 [21]and therefore we do not incorporate it in the design of ourscanning method.

4.3 Continuous input

Rather than making a discrete selection when the switch isactivated, we modify the scanning control method to holdthe input until the user releases it. After selecting an inputthe scanner will keep highlighting the activated input whichwhen the user presses their switch will release it. This inher-ently increases the cost of providing an input with one extraswitch activation, but for inputs that are held for longer thantwo times the time a discrete input would be activated, hold-ing and releasing an input is anticipated to be more efficient.This is further motivated by the observation that the small-est key press we found was 26 ms and the average keystrokelength 804 ms. The set of inputs to be scanned over can alsobe optimized. For example, our study found FORWARD to

be the most frequently used input. The input set should berearranged as such to allow inputs with a higher frequencyof occurrence to be scanned to faster.

4.4 Mixing inputs

Adding an input to an input already activated input can befacilitated using one of the following two strategies:

1. Extending the set of inputs with symbols that repre-sent mixed inputs, e.g., FORWARD+RIGHT (F+R).

2. Multistep selection where after selecting an input, e.g.,FORWARD, we scan over a subset of inputs that can bemeaningfully added to the currently active input orcancel the active input, e.g., [RIGHT, LEFT, CANCEL].

Each strategy involves different tradeoffs that affect effi-ciency and error of generating an input. The average timeto scan to an input will increase for a larger selection set.If the user wants to mix inputs, they must cancel the cur-rently held input and then wait for the mixed input optionto become highlighted in the set. For an SR of 1 second,and a scanning set of [F, L, R, B, F+L, F+R, B+L, B+R] itwould already take 5 seconds to activate F+R. Expandingthe selection set stops the avatar when a different input isselected, which allows for precise but slower navigation.

The selection set can also be rearranged based on the like-lihood of this input being selected, where the results of theuser study can be used to inform how the selection set is opti-mally composed. For example, an analysis of the keystrokescollected from our user study (see Table 1) reveals thatusers used the input FORWARD+RIGHT (17.5%) significantlymore than FORWARD (7%). By rearranging the selection setwe should allow for such inputs to be scanned to faster byputting more frequently used inputs at the beginning of theselection set. The length of the selection set significantlyaffects the time to scan to an input. Rather than includingall available inputs in the selection set, we could scan over asubset. For example we could cull single and mixed inputsinvolving BACK as these are rarely used. This will increaseerror as we must approximate these inputs using discreteinputs, e.g., similar to how currently mixed inputs must beapproximated using existing scanning systems.

Multistep selection is potentially more efficient as users canadd an input while a key is held and adjust the course ofan avatar while it is moving rather than having to stop theavatar when selecting a mixed input option. This may allowfor more efficient navigation, but this comes at the cost ofan approximation error, e.g., when an input is held the usercan either add a new input or cancel the current input orwhen both inputs are held the user could also cancel eitherof them. The problem is however that these additional inputoptions must be made available to the user using scanning,which introduces a small delay, as the user must wait untilthe desired input option is highlighted. For example, if theuser is navigating their avatar using FORWARD and all of asudden encounters and obstacle and wants to add RIGHT, theuser must wait until the scanner is highlighting RIGHT in theavailable selection set [RIGHT, LEFT, CANCEL]. Dependingon the specific SR used the average time it takes to selectan input from the subset is on average 1.5∗SR, which may

4,300 keystrokes totalSingle: 62.6%Multi: 37.4%

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

keystroke length

min: 26ms max: 30,606msaverage: 804 ms (δ=1,404)  

Thursday, June 30, 2011

Page 41: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Parameters to Compare update

Discrete Hold and Releasecontrol

mixing Extension Multistep

[Forward, Le%, Right, Back]

[Forward, Le%, Right, Back, Forward+Right, Forward+Le%, Back+Le%, Back+Right]

selection sets

dia 25, 50,....1,000 ms

vs

vs

2

40

24

40,320

[Forward, Le%, Right, Back, Forward+Right, Forward + Le%]

120

[Forward, Le%, Right, Back] [Cancel, Input, Input] 144

7 sets total

Thursday, June 30, 2011

Page 42: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Parameters to Compare update

Discrete Hold and Releasecontrol

mixing Extension Multistep

[Forward, Le%, Right, Back]

[Forward, Le%, Right, Back, Forward+Right, Forward+Le%, Back+Le%, Back+Right]

selection sets

dia 25, 50,....1,000 ms

vs

vs

2

40

24

40,320

~3.3 M [Forward, Le%, Right, Back, Forward+Right, Forward + Le%]

120

[Forward, Le%, Right, Back] [Cancel, Input, Input] 144

7 sets total

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Simulator

Simulator

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Simulator

Simulator

Forward 873 Forward+Left 220Left 293 Left+Forward 167 Forward 675

keystrokes

Thursday, June 30, 2011

Page 45: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Simulator

Simulator

Forward 873 Forward+Left 220Left 293 Left+Forward 167 Forward 675

keystrokes

[Forward, Le1, Right, Back]

selection sets

Thursday, June 30, 2011

Page 46: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Simulator

Simulator

Forward 873 Forward+Left 220Left 293 Left+Forward 167 Forward 675

keystrokes

[Forward, Le1, Right, Back]

selection sets

[Forward, Back, Right, Le1]

permutations

[Back, Le1, Forward, Right][......]

Thursday, June 30, 2011

Page 47: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Simulator

Simulator

Forward 873 Forward+Left 220Left 293 Left+Forward 167 Forward 675

keystrokes

[Forward, Le1, Right, Back]

selection sets

25<i<1,000, i+=25dia

[Forward, Back, Right, Le1]

permutations

[Back, Le1, Forward, Right][......]

Thursday, June 30, 2011

Page 48: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Simulator

Simulatoraverage per stroke:★time (ms)★switch activations★error (ms)

Forward 873 Forward+Left 220Left 293 Left+Forward 167 Forward 675

keystrokes

[Forward, Le1, Right, Back]

selection sets

25<i<1,000, i+=25dia

[Forward, Back, Right, Le1]

permutations

[Back, Le1, Forward, Right][......]

Thursday, June 30, 2011

Page 49: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Simulator

Simulatoraverage per stroke:★time (ms)★switch activations★error (ms)

Forward 873 Forward+Left 220Left 293 Left+Forward 167 Forward 675

keystrokes

[Forward, Le1, Right, Back]

selection sets

25<i<1,000, i+=25dia

[Forward, Back, Right, Le1]

permutations

[Back, Le1, Forward, Right][......]

SR = 1,000msRT = 650ms

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Results

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Results

Discrete

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Results

H&R [Multistep] »time: 1,539 ms per stroke »error: 122 ms (~35 cm)

Discrete [Extended] »time: 3,442 ms per stroke »error: 114 ms (~32 cm)

H&R [Extended] »time: 2,444 ms per stroke »error: 0 ms

Hold and release approximates keystrokes the best.

Significantly faster p<.01

Significant fewer errors p<.01

H&R 2.4x slower than keyboard

Thursday, June 30, 2011

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Human Computer Interaction ResearchUniversity of Nevada, Reno

Demo / Implementation

Thursday, June 30, 2011

Page 54: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Limitations

User error modeling is limitedassume user has perfect timing skills»selection accuracy >90% but not 100%

correction may be difficult --> extended setmodel error using Bayesian noise & error

correction strategies. switch users may develop different behavior -->remove [Back]

Thursday, June 30, 2011

Page 55: Navigating a 3D Avatar using a Single Switch

Player-Game Interaction ResearchUniversity of Nevada, Reno

Future Work

Other VW functions»Object interaction

User studies with switch users

Real time response environments (FPS/ Racing game)

Hold and Release integrated in console OS as HUD

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Questions

Thursday, June 30, 2011

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Player-Game Interaction ResearchUniversity of Nevada, Reno

Questions

?Thursday, June 30, 2011