2500-word scientific paper on virtual reality-intuitive interactive interface and virtual reality
Abstract: In order to develop a higher level of intuitive interactive interface, it is necessary to introduce virtual reality technology, with the help of immersive, interactive and imaginative human-computer interaction environment, to obtain a real and intuitive experience. Through special physical equipment and advanced gesture recognition technology, users can communicate with the computer and get real-time feedback without learning special operation commands, and the unique immersive environment can create a sense of man-machine integration. The results show that virtual reality technology effectively improves the user experience and greatly simplifies the complexity of operation. It can be applied to various occasions from entertainment to professional manufacturing, and is a powerful driving platform for intuitive interactive interfaces.
Keywords: intuitive interaction; Man-machine interaction; VR(Virtual Reality)
China Library Classification Number: J0-05 Document Identification Number: A
Where is this article? Man-machine In the sense of human-computer interaction? Interaction? . With the rapid development of computer technology for decades, computers have completely entered every aspect of daily life, and its influence is everywhere, and human-computer interaction is becoming more and more important. Because the computer has not been able to get rid of Feng? The fundamental restriction of Neumann system and the gap between human thinking mode are still like a natural moat. An important focus of human-computer interaction is how to minimize the difference between the operation mode of human users and that of computers. This means that we are still exploring and discussing to provide a better interactive interface so that people can talk to computers smoothly and efficiently.
For a long time, the primary emphasis of interactive design thinking is people-oriented, in other words, it is to adapt design to people, not to people. This view seems extravagant in the era of computers or national defense secrets, and people can only painfully train themselves to cater to machines (for example, talking to computers in a completely mechanized programming language). At present, relatively cheap personal computers can provide considerable computing power, so the design principle of interactive interface conforms to this idea, making the interface as humanized as possible and comfortable to use, while the heavy calculation is left to the computer to deal with silently behind the scenes.
It is in this context. Intuition? This word has attracted everyone's attention. After all, compared with everyday objects, the interactive interface of the computer is still too inhuman, and it still keeps a cold face. If we can introduce the actions we are used to into the interaction with the computer and unconsciously complete the communication with the computer, then such a man-machine interface can be called people-oriented. In presenting intuitive interface, emerging virtual reality technology provides the most valuable tool.
This paper aims to discuss the intuitive interactive interface and its relationship with virtual reality technology. In order to accomplish this task, we must first make a clear definition of intuition in the sense of human-computer interaction, which is actually related to popular culture? Intuition? The concepts are quite different. Then we will talk about how to combine intuition and virtual reality in the above sense, and provide specific cases to support our discussion.
First, the intuitive interactive interface.
Intuition is a popular word, but in fact, different disciplines have different definitions of intuition. The research object of this paper is human-computer interaction, so it will be in? Interact with the computer intuitively? (intuitively interacting with the computer). First of all, it should be noted that interaction is two-sided, that is, the interaction between people and computers is two-way, but intuition can only be owned by people, and it is only used to modify people's judgments and feelings. Therefore, intuitive human-computer interaction focuses on whether the participating elements in the human-centered interaction scene are intuitive to people. Considering the interactive interface from a human point of view, is this actually laying the foundation? People-oriented? Basic properties in theory.
Generally speaking, people have the following needs for intuitive interaction: it can be done without conscious thinking. For example, when turning pages, people don't need to consciously consider how much effort to use, what kind of spatial route their fingers should take, or consciously wait for the abnormal situation after turning pages before responding, and so on. In this sense, the interactive interface of the physical book is intuitive. According to the above demands, Blackler and others pointed out that intuition is? Unconscious reaction based on past experience? [ 1]。 This definition emphasizes two points: based on past experience and unconsciousness. Intuition is often an unconscious (subconscious) action, which has almost become a * * * knowledge, so I won't discuss it here. What needs to be clarified is that. Based on past experience? This.
In daily life, people may not think that intuition has anything to do with past experience. On the contrary, many people think that it is obviously more intuitive if an operation can be performed without experience. Especially in the traditional culture of China? Intuition? The concept is full of anti-intellectualism, directly put? Intuition? With what? Instinct? Being connected often means? Can be done consciously without knowledge or experience? . But this is actually a wrong view, which not only misunderstood human instinct, but also failed to realize the real existence and influence of past experience. In fact, modern theory shows that most human behaviors-simple or complex-are acquired, not imprinted in the brain. If we only rely on instinct, we can hardly complete any human-computer interaction: take the button as the simplest human-computer interface element. If we don't realize that there is such a thing in advance through various examples and press it to start some related reactions, users can't even press the button. Or in the words of K.R.Popper[2], all behaviors have theories-acquired theories.
Linking intuition with past experience not only reveals the true face of intuition in human-computer interaction, but also points out a basic principle when designing human-computer interaction interface: because different people have different life experiences and knowledge levels, their past experiences are also different, which means that each kind of people is right? Intuitive interactive interface? Different measures. There is a simple example to illustrate this point.
Consider a radio software running on a computer to play various real-time audio streams on the network (including online audio streams of traditional radio stations). Figure 1 FM pointer window of analog transistor radio, which is intuitive from the traditional point of view. However, for a new generation of young people who have never used transistor radios, due to their frequent contact with computers, they will find the interface in Figure 2 intuitive, because such an interface uses UI (user interface) elements familiar to computer users, including menus, buttons, list boxes and scroll bars.
Most users who are used to transistor radio operation are not used to the new interface, and users who are used to the new interface and have never used transistor radio are likely to know nothing about the traditional interface. This example fully shows that when considering the intuitive interactive interface, we must consider the past experience of the user group and judge the intuitive factors according to different past experiences. There is no unique, universal and universal intuitive interface, which gives designers great challenges, but it is also a great driving force for innovation. In addition, although the definition of intuition does not directly reflect aesthetic considerations, aesthetics and intuition are obviously interrelated [3]. Because the application of intuition is related to the previous knowledge aroused in the interaction process, aesthetic judgment, as one of the starting points of human perception process, is precisely an important factor to induce intuition. An aesthetic interface can offset users' anxiety and estrangement during use, subconsciously encourage and urge users to make interactive behaviors, and ensure the continuity and unity of interactive behaviors. The above example also shows that for traditional users, the beautifully designed and highly textured simulation interface effectively offsets the discomfort of traditional users to computer software, facilitates their use, and greatly reduces the potential learning cost. For young users, they can also operate freely in the familiar control interface, which narrows the distance between the old technology (traditional streaming media) and the new technology. In a word, the intuitive interface with good aesthetic characteristics has important value and significance, which embodies the development trend of human-computer interaction interface.
Second, intuitive interface and virtual reality.
Since 1970s, the development of virtual reality technology has been extremely rapid, which can be seen from professional research to commercial application and even family entertainment. Fundamentally speaking, virtual reality is only a reflection of the general trend of intuitive interactive interface, because the inherent logic of the evolution of human-computer interaction lies in that presentation and interactive means always strive to let users obtain richer, more dynamic and more real-time data resources in a more intuitive, more natural and simpler way.
In short, virtual reality provides a virtual digital rich media environment with immersion, interactivity and imagination. Users can not only immerse themselves in the colorful virtual environment it provides, but also interact with the elements in the environment in various innovative ways. Immersion, interactivity and imagination are the three basic characteristics of virtual reality [4]: 1. Immersion, that is, allowing users to generate through various technical means? Where is it? Sensory, including vision (using the principle of human stereoscopic vision to produce a virtual three-dimensional sense of depth), hearing (using stereo to produce a sense of orientation of virtual objects), touch (making users think they are dealing with real physical entities through force-sensing equipment) and so on; The second is interactivity. Users can interact with various objects in the virtual reality system in real time. The user's operation is no longer limited to the traditional keyboard, mouse or joystick, but also includes advanced data gloves, wearable feedback clothes and so on. The third is imagination. The virtual reality scene presented to users has a special charm beyond the real scene. In a sense, it is really? Get what you want.
From the above characteristics, we can see that the basic starting point of virtual reality is to transcend the dehumanization of the traditional human-computer interaction interface, not only to immerse users in the whole interactive scene (immersion), but also to let users operate the computer in a more intuitive way (interactivity). First, virtual reality technology can effectively intuit the computer interaction interface, and provide an interface as similar as possible to the daily scene, which is completely based on human daily visual intuition. Secondly, virtual reality technology can effectively eliminate the obstacles between human-computer interaction and allow users to interact with computers through daily actions and behaviors.
From the above conceptual analysis, it can be seen that the degree of intuition depends on the user's own known experience, and other factors such as usage situation and aesthetics should also be taken into account. Virtual reality technology itself provides a variety of methods, but the specific construction and application should also follow such criteria. The next section will provide several application cases to illustrate these, and comprehensively discuss how to really use virtual reality technology to design an intuitive interactive interface.
Third, the application case and discussion
The intuitive interactive interface based on virtual reality technology is widely used in all levels and fields. Its target users include not only non-professionals (ordinary people), but also professionals who are familiar with computers but want to seek more intuitive interactive operation methods. For the former, they need a man-machine interface, which can reduce the cost of learning and memory as much as possible, and is also entertaining. For the latter, an intuitive interface with a good sense of control can greatly improve productivity and yield, and promote the optimization of the whole production process.
Kazuo Ito of the Ergonomics Laboratory of Osaka University in Japan developed ActiveCube [5], which introduced intuitive interface into children's and teenagers' cognitive learning and entertainment, supplemented by virtual reality or augmented reality equipment, and enhanced its application value. Each building block is a plastic cube with a side length of five centimeters; There is a programmable integrated circuit in the building block, which controls a series of optional sensors or small devices, including ultrasonic sensors (sensing the approach of external objects), coordinate sensors (relative angles of three-dimensional coordinates), tactile sensors (two sensors can be installed at most, each sensor can sense touch in eight directions), infrared sensors, lamps and motors. So each building block is actually an independent toy, which can perceive the environment and produce corresponding dynamic behavior. Even better, these building blocks can also be connected with each other, and the connected parts can also communicate with each other to form an overall behavior. Children users can use them intuitively without extra teaching. This intuitive operation interface can well avoid the influence of its internal complex structure on users, so that students in lower grades of primary schools can operate independently.
One of the characteristics of ActiveCube is that it can be used in virtual reality scenes. In this case, the infrared sensor captures the shape of the built building block and displays the virtual object conforming to the shape. After the application of virtual reality technology, regular building blocks can be transformed into plants, animals, daily utensils and so on. This not only greatly improves the visual effect, but also allows users to play and operate further.
ActiveCube can also be used in virtual reality scenes. In this case, the infrared sensor captures the shape of the built building block and displays the virtual object conforming to the shape. Because the ActiveCube itself is only a simple cube, its six-sided free connection function limits the decorative effect of the surface, and the final assembly effect may not arouse the interest of children users. After the application of virtual reality technology, rigid building blocks can be transformed into plants, animals, household appliances and so on. This not only improves the visual effect, but also allows users to play and manipulate it further. In the above example, the cross-shaped building blocks with relatively simple appearance can be transformed into beautiful planes, and the corresponding flight trajectory will be presented on the real equipment with the displacement of the building blocks in the real environment.
Another example comes from the field of industrial design. Nowadays, designers generally have higher academic qualifications and more professional computer skills, but when modeling 3D products, the complicated software interface is still the most important obstacle, not to mention that the control mode of keyboard and mouse is completely different from the natural behavior of human hands, which seriously interferes with designers' thinking and creative habits. The industrial design engineering team of Delft University in the Netherlands has done a lot of research in this field and put forward new solutions. The key is to introduce intuitive gestures to interact with the computer and complete the modeling work in the virtual reality environment [6-7].
Generally speaking, gestures are easier to capture and recognize than facial expressions and eye movements, and easier to realize than full-body gestures (especially in narrow spaces), so they are favored by intuitive interface researchers [8]409-420. But gestures are also divided into several small categories, which are not necessarily suitable for human-computer interaction. Hummels pointed out three gestures. The first one is defined from the perspective of computer, which is very convenient for computer identification, but it needs users to learn and master it deliberately, which is not intuitive enough. The second category, on the contrary, refers to the gestures in human daily life. Its advantage is that it is very intuitive, but computer programs need special design to recognize it. The third gesture combines the advantages of the above two categories and tries to avoid their disadvantages. It is called descriptive gesture, which has the disadvantage of narrow application, but supplemented by virtual reality technology, it can be an effective way to connect designers and computers. In order to improve the effect of descriptive gestures, the researchers specially designed a virtual reality experimental environment, as shown in Figure 3. In this environment, ordinary designers, as the main body, freely use their usual gestures to design and create. These gestures based on intuition are recorded by motion sensors, and finally they are statistically analyzed. Through this process, researchers can collect and analyze intuitive gestures that are most suitable for virtual reality environment. Finally, the gesture scheme which is intuitive for designers and easy to be recognized by computers can be determined. In this system, designers can have man-machine dialogue with computer-aided design software as usual, which is not only intuitive and efficient, but also benefits from virtual reality environment. The whole design process is similar to real experience, which greatly improves the design efficiency.
Four. Conclusion and prospect
All this time. People-oriented? It is one of the core slogans in the field of human-computer interaction design. However, the analysis of this paper points out that this must not be an abstract slogan, but must be implemented in specific application situations. On the other hand, in recent years? User experience? The voice of [9] is endless, and it is essentially the same? People-oriented? A reflection of spirit, but this formulation also has the shortcoming of being too vague, which leads to many different theories based on it. Actually, just be clear, okay? People? (That is? User? ) specificity, the problem is solved. Since different people and different users have many differences in their own situations, what is the focus? People-oriented? Or? Improve the user experience? Products need to give different solutions and provide different interactive interfaces with different people/users in order to satisfy users in the interactive process.
The concept of intuition has been clarified, but this obviously does not mean that all kinds of problems in intuitive interaction design have been answered. How to make an interactive interface occupy less logical consciousness of users (that is, how to do it? Use unconsciously or subconsciously? ), and how to clearly analyze the past experience of a specific user qualitatively and quantitatively to support the design of interactive interface is still a very complicated problem. Fortunately, with the efforts of scholars in various fields, there have been many successful theories or practices in this field. The most important problem in this aspect is the gesture problem in intuitive interaction, aiming at solving the problem of how to use effective gestures to operate the computer in the scene of human-computer interaction. Because gestures are not limited by traditional input devices, they are naturally combined with virtual reality technology [8]409-420. In addition, the intuitive interactive interface is also the research hotspot of virtual reality application in business and home entertainment. Due to the depth of the study and the length of the article, this paper unfortunately failed to discuss these aspects, hoping to develop gradually in the follow-up study.
Finally, it should be emphasized that with the concept of pervasive computing gradually becoming a reality with the support of powerful computer hardware, the design and implementation of various intuitive interactive interfaces has become the core task of human-computer interaction. Pervasive computing requires computer devices to be able to perceive changes in the surrounding environment and perform corresponding tasks. If the interactive interface is not intuitive and easy to use in this process, the core value of computer humanization will not be reflected. Therefore, the theory and practice of intuitive interactive interface will increasingly highlight its unparalleled importance and key.
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