PORTAL Portal Widget for Remote Target Acquisition and Control in Immersive Virtual Environments

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PORTAL: Portal Widget for Remote Target Acquisition and
Control in Immersive Virtual Environments
Dongyun Han
dongyun.han@usu.edu
Utah State University
Logan, USA
Donghoon Kim
donghoon.kim@usu.edu
Utah State University
Logan, USA
Isaac Cho
isaac.cho@usu.edu
Utah State University
Logan, USA
Figure 1: PORTAL is designed to leverage the secondary view interaction to allow the user to directly select and manipulate
remote objects using simple virtual hands. (B) PORTAL uses ray-casting as its selection tool. (C) Once the user creates PORTAL
by targeting a remote object, the user can see and interact with the remote object at a within-reach distance through PORTAL.
ABSTRACT
This paper introduces PORTAL (
PO
rtal widget for
R
emote
T
arget
A
cquisition and contro
L
) that allows the user to interact with out-
of-reach objects in a virtual environment. We describe the PORTAL
interaction technique for placing a portal widget and interacting
with target objects through the portal. We conduct two formal
user studies to evaluate PORTAL for selection and manipulation
functionalities. The results show PORTAL supports participants to
interact with remote objects successfully and precisely. Following
that, we discuss its potential and limitations, and future works.
CCS CONCEPTS
Human-centered computing Interaction techniques.
KEYWORDS
Remote Object Interaction, Empirical studies in HCI
1 INTRODUCTION
3D user interactions for out-of-reach objects in Immersive Vir-
tual Environments (IVEs) are challenging [
23
]. Many techniques
including direct HOMER [
7
], Worlds-in-Miniature (WIM) [
45
], Go-
Go [
39
], and Linear Oset [
24
,
25
], have been studied for remote
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Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
©2018 Association for Computing Machinery.
ACM ISBN 978-1-4503-XXXX-X/18/06. . . $15.00
https://doi.org/XXXXXXX.XXXXXXX
object interactions. However, they have limitations in terms of ne-
grained object controls and precise depth perception for distant
objects.
To provide better depth perception for distant objects or loca-
tions, some techniques introduce a secondary view that is impossi-
ble to see through the user’s rst point of view in IVEs. For example,
Kiyokawa and Takemura [
21
] proposed Tunnel Window allow-
ing the user to select and manipulate the remote objects through
the window. More recently, Li et al. [
26
] introduced vMirror sup-
porting the user to select occluded objects by locating a virtual
mirror to show a dierent angle of the user’s view. Both adopt
ray-casting to select or manipulate objects with the proposed tech-
nique. However, the usability of these techniques for distant object
selection and manipulation tasks is questionable because previous
research [
24
,
33
,
36
] shows that direct selection with no oset out-
performs varied distant object interaction techniques in terms of
task completion time.
This paper introduces PORTAL, allowing the user to directly
interact with remote objects using the simple hand metaphor by
taking advantage of the secondary view interaction. It presents an
illusion that the remote objects are within-arm reach position and
allows the user to interact with them by putting the hands into the
portal. We conducted two formal user studies. Study 1 evaluates its
usability and eciency in selecting and manipulating out-of-reach
objects by comparing PORTAL with existing techniques. In Study 2,
PORTAL is compared with the direct interaction after teleporting
to distant objects. The results show that PORTAL outperforms the
direct HOMER and Linear Oset techniques and have a similar
performance with Teleportation. Overall, the participants reported
that they prefer PORTAL most as well as it is easy and enjoyable
to use. The contributions of this paper are following:
arXiv:2210.00171v1 [cs.HC] 1 Oct 2022
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY Han et al.
(1)
We introduce PORTAL, designed for the user to select and
manipulate distant objects with no oset and a better depth
perception of remote locations.
(2)
We conduct two user studies and report our ndings to
evaluate the eciency and usability of PORTAL.
(3)
We provide a thorough discussion on our ndings, the po-
tential and limitations of PORTAL.
2 RELATED WORKS
2.1 Remote Object Interaction in IVE
To interact with objects in IVEs, the control and motor spaces
should be considered [
2
,
23
,
30
]. The control space refers to the
spatial range in which the user is aordable to control objects,
while the motor space is the physical space available for the user
to operate the objects (i.e., arm-reach distance). When the control
space corresponds to the motor space (Fig. 2 A), the user cannot
interact with an out-of-reach object. To interact with it, the user
has to move to the remote position rst [
5
,
10
] using a navigation
technique (e.g., Teleportation [
9
].) To avoid this, some interaction
techniques provide a bigger control space than the user’s arm-
reach to select out-of-reach objects. An example is ray-casting, a
widely adopted selection technique in many commercial VR and
AR devices [
31
,
32
,
50
]. It shoots a ray from a controller or the
user’s head to select a remote object that the ray hits. Another
example is an image-plane pointing technique, also known as Sticky
Finger [
37
]. It allows the user to select a distant object that is
occluded by using one of the index ngers. However, they provide
limited support for object manipulation.
There are two categorical approaches to fully support remote 6
degree-of-freedom (DOF) object manipulation (xyz + yaw, pitch,
roll) in IVEs. The rst approach is oset techniques (Fig. 2 B), ex-
panding the control space by multiplying the motor space by a scale
factor that impacts on the control-display (CD) ratio. The CD ratio
determines how the input device’s movements (
Δ
x) are mapped to
the virtual cursor’s movement (
Δ
X). It is dened as (
Δ
x) / (
Δ
X). For
example, if the CD ratio is 1, the control space is equivalent to the
motor space (i.e., simple virtual hand as Fig. 2 A). If the it is smaller
than 1 (
Δ
x <
Δ
X), the user can reach remote objects as the control
space is expanded by 1 / CD ratio. Examples of this oset technique
are Direct HOMER [
7
],Go-Go [
39
], Linear Oset [
24
,
25
], Voodoo
Dolls [
38
], and World in Miniature (WIM) [
45
]. These techniques
have two limitations. 1) precise control of out-of-reach objects is
dicult due to the sensitive CD ratios. 2) for some techniques, one
hand must be tied to the widgets (e.g., Voodoo Dolls and WIM).
The second approach is the clutching mechanism [
2
] that relo-
cates the control space to nearby target objects (Fig. 2 C). It keeps 1
CD ratio for the user to interact with out-of-reach objects directly
within a limited space. PORTAL adopts the clutching mechanism
to allow the user to precisely interact with remote objects while
keeping both hands free in order to overcome the limitations of the
aforementioned techniques.
2.2 Secondary View Interaction in IVE
The secondary view is an additional view that displays a dierent
perspective than the user’s primary view to provide additional
interactions for the user. The Magic Lens technique [
4
,
48
], for
Figure 2: (A) Simple hand metaphor can not reach remote
objects because they are located out of reach. (B) Oset tech-
niques extends the control space by multiplying the motor
space by a scale factor. (C) PORTAL relocates a portion of
the control space near the remote objects.
example, reveals hidden information when it is overlaid on part of
the primary view. Its applicable scenario is the medical training [
11
,
41
] to allow the user to explore anatomy (e.g., bones and organs)
by overlaying the lens on a virtual human body.
Various types of secondary view interaction have been intro-
duced. Photoportals [
22
] promotes telepresence between remote
users in a virtual environment projected on 3D powerwalls to take
photos and videos together. Nam et al. [
34
] introduce Worlds-in-
Wedges for visual comparison by rendering dierent VR scenes in
multiple widgets.
Secondary views are also studied for 3D object. Li et al. [
26
]
proposed vMirror, an interactive widget leveraging reection of
mirrors to select remote and occluded objects. But it lacks object
manipulation. Martin et al. [
29
] also adopted a mirror metaphor
providing a new perspective around an object for accurate object
alignment. Stoev and Schmalstieg [
46
] introduced Through-The-
Lens (TTL) to allow the user to interact with remote objects through
TTL with the limited DOF. To our best knowledge, only Tunnel
Window [
19
,
21
] fully supports remote 6-DOF manipulation. It
uses ray-casting as its selection tool. Compared to Tunnel Window,
PORTAL uses a simple virtual hand metaphor allowing the user to
interact with the target directly [
51
] through the secondary view.
In addition we conducted two user studies to evaluate its eciency
and usability on the remote target selection and manipulation tasks
while no evaluation was provided for Tunnel Window.
3 PORTAL: A REMOTE INTERACTION WIDGET
PORTAL is an interactive widget leveraging a secondary view. It
is comprised of the primary portal and the secondary portal as
shown in Fig. 3. The portals work as a spatial tunnel to connect
dierent locations in IVEs to gives the user an impression that
remote objects are right in front of him or her. The source codes
and data are available at our GitHub repository 1.
3.1 Design Considerations
We design PORTAL with two considerations: 1) the user’s control
space should reach remote objects and support direct selection and
manipulation of them; 2) it should provide precise depth perception
to the user to facilitate the ne-grained controls to the remote
objects. We satisfy the rst design consideration by adopting the
1https://github.com/VIZ-US/PORTAL
PORTAL: Portal Widget for Remote Target Acquisition and Control in Immersive Virtual Environments Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Figure 3: PORTAL contains the primary and the secondary
portals. The portal camera in the secondary portal renders
its view on the primary portal. Through PORTAL, the user
perceive remote objects are in within-reach positions.
clutching mechanism [
2
]. It relocates a portion of the user’s control
space to nearby target objects (Fig. 2 C) and results in the user
reaching out-of-reach objects in IVEs. The boundary of this control
space is decided by the primary portal. When the user’s virtual
hands go beyond the primary portal, their copies are located at the
distant position as shown in Fig. 1 C which follow the user’s hand
movement. The second consideration is achieved by projecting
the secondary view from the portal camera on the primary portal.
Finally, the user gets the impression that the distant objects and
their surroundings are right in front of him or her with precise
depth perception.
3.2 PORTAL Placement
To place PORTAL, the user must select a remote target object by
ray-casting. When the user presses the trackpad on the controller
(Fig. 4 B), a ray emerges from the virtual hand as shown in Fig. 1 B.
When the user clicks the trigger button (Fig. 4 A) while the ray is
pointing to the remote target, the primary and secondary portals
are created. The primary portal is located in front of the user with
the distance in the length of the user’s arm reach (R)
×
0.5 in the
ray’s direction (Fig. 3 D). It is a circular shape, and its radius is
0.6m. The secondary portal is created in front of the remote target
by R
×
0.25 in the opposite direction of the ray (Fig. 3 A). Their
orientations are perpendicular to the ray. The secondary portal is
invisible to the user.
The view from the secondary portal is rendered on the primary
portal. The portal camera is positioned in front of the target object
by R
×
0.75 to the user direction (Fig. 3 C). Once the portal camera is
placed in the position, it begins rendering its view on the primary
portal by taking the following steps. We rst nd the projection
matrices for the left- and right-views of the main VR camera in the
scene. We apply the projection matrices to the portal camera and
nd the left- and right-eye projections which the portal camera
sees. Each projection is mapped to the left or right texture on
the primary portal object via Unity Shader. The distance between
the user’s head and the illusion of the target object through the
Figure 4: Vive Pro Eye and its controllers are used. HMD is
connected to Vive Wireless Adopter. Participants are asked
to wear the eye mask to follow the COVID-19 procedures.
primary portal (Fig. 3 E) is identical to the distance between the
portal camera and the target object (Fig. 3 C). The portal camera
moves following the user’s head movement. It enables the user
to see the target object and its surroundings with precise depth
perception through the primary portal.
3.3 PORTAL Interaction
The user can interact with a remote object by putting the virtual
hands into the primary portal and grabbing the object like the one
in front of the user. A part of the hands that entered PORTAL is
colored in red (Fig.1 C). The red hands work the same as the simple
virtual hands do. Through PORTAL, the user can bring the object
to the user’s side and send an object to the remote side.
The user can reposition PORTAL like other 3D objects in IVEs.
When the virtual hand is halfway through the primary portal, a
blue spherical marker appears on the hand (Fig.1 C), and it allows
the user to grab the primary portal and relocate and rotate it. The
primary portal’s movement is linked to that of the secondary portal.
As the portal camera belongs to the secondary portal object, when
the user moves the primary portal, it changes the portal camera’s
position and orientation accordingly. As a result, the projected view
on the primary portal is changed. This interaction allows the user
to navigate the remote location around the target object.
The user can close PORTAL and update the view on the primary
portal. The same controller operation for creating PORTAL is used.
The user can close PORTAL by performing the operation on the out
of PORTAL. Conversely, when the user performs the operation tar-
geting a new object within PORTAL, the position of the secondary
portal is only changed. As a result, the view on the primary portal
is updated, and it displays the new target.
4 STUDY 1: PORTAL VS. EXISTING TECHNIQUES
Study 1 (IRB #12168) includes two tasks to evaluate PORTAL com-
pared to the remote interaction techniques including direct HOMER
(HOMER) and Linear Oset (LO). Please note that the objective of
Study 1 is to evaluate the usability and eciency of PORTAL on
remote object selection and manipulation tasks. So, the functions
relocating PORTAL and sending and receiving an object through
PORTAL are deactivated in Study 1. Study 1 takes approximately
one hour.
摘要:

PORTAL:PortalWidgetforRemoteTargetAcquisitionandControlinImmersiveVirtualEnvironmentsDongyunHandongyun.han@usu.eduUtahStateUniversityLogan,USADonghoonKimdonghoon.kim@usu.eduUtahStateUniversityLogan,USAIsaacChoisaac.cho@usu.eduUtahStateUniversityLogan,USAFigure1:PORTALisdesignedtoleveragethesecondary...

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