Precision of Distant Pointing for Large High-Resolution Displays

Figure 1: Interacting by pointing at a large high-resolution display

Overview

An example of a large high-resolution display is one with dimensions 18ft x 6ft, and resolution 16000 x 6000. To be able to see the entire display a user needs to be at a distance. For this scenario, pointing is a simple and intuitive way to interact with the display. An example of a large high-resolution display is shown in Figure 1.

One of the most common type of pointing techniques is ray-casting, in which the cursor is positioned at the intersection of an imaginary ray from the user hand and the display. On large high-resolution display ray-casting has some issues.

In this work we present two new ray-casting based interaction techniques that address those issues:

  • Zoom for Enhanced Large Display Acuity (ZELDA)
  • Absolute and Relative Mapping (ARM) Ray-Casting

Acknowledgements

This work was developed at Virginia Tech in collaboration with Dr. Regis Kopper, Dr. Ryan McMahan. We all equaly contribute with ideas, implementation of techniques, design and running of the user study, analyzing results, and writing a paper. 

We worked under the guidance and supervision of Dr. Doug Bowman.

Ray-casting issues

When pointing from a distance any small hand movement is amplified when the ray intersects with the display. This lack of precision makes impractical the use of simple ray-casting techniques when interacting with a small target from a distance on a large high-resolution display.

Some of the issues are:

  • Natural hand tremor. The hand has a physiological low amplitude tremor, and at a distance this tremor can cause a cursor to move many pixels.
  • Heisenberg effect, which is when a user unintentionally changes the position and orientation of a pointing device when pressing a button on it.
  • Mapping of rotation varies with distance, meaning that if user rotates the pointing device by a certain angle, the amount of rotation mapped onto the screen will depend on the distance of the user from the display. This makes it extremely difficult to perform small motions when standing from a great distance from the display.

Absolute and Relative Mapping (ARM) Ray-Casting

ARM Ray-Casting makes easy to switch between:

  • quickly pointing to an area of interest in the screen (fast coarse-grained interaction),
  • having more refined control of the cursor with a “slow motion” effect.
 

It is a bimanual interaction technique. With a device on the dominant hand the user points to the area of interest on the screen (absolute mapping). Then the user clicks and hold a button on another device on the non-dominant hand to make the cursor move slower (relative mapping), making it easier for the user to precisely place the cursor on the desired target at the screen.

Zoom for Enhanced Large Display Acuity (ZELDA)

The idea behind ZELDA is to provide users with a magnifying glass (a zoom window) for more precise interaction when near the desired target.

ZELDA is also a bimanual interaction technique. The dominant hand is used for pointing and clicking, the non-dominant hand controls the placement of the zoom window, its size, and magnifying factor. The user can freeze the zoom window position on the screen when desired.

Figure 2 shows a user pointing to the display and placing the zoom window over small icons.

Figure 2: Using ZELDS. User places zoom window over small icons.

Outcome

We ran a user study composed of atomic (one-step) and complex (multi-step) tasks.

We observe a variety of user strategies when completing complex tasks. The strategy is a set of decisions made by the user on how to complete the task. Some examples of strategies are:

  • physical navigation in front to the display, working close to it or at a distance, being stationary for all tasks or moving (closer or away from the display) as needed;
  • adjusting customization of the zoom window (size and magnification level) to match task difficulty, or use same setting for all tasks;
  • when to activate relative mapping.

 

We observe that ARM Ray-casting and ZELDA improve the selection and manipulation of objects compared with basic ray-casting, but the user performance is highly dependent on user strategy.

Relevant skills

  • Design of a user study
  • Writing of academic papers
  • Programming
  • Developing a novel interaction technique