6.1 Introduction
One of the main points I would like to make in this dissertation is that passive haptic issues are important: facile virtual manipulation requires studying the feel of the interface, and not just the look of the interface. Although I believe my main contributions are related to the two-handed issue, I certainly had to consider other issues as I designed the interface for the neurosurgery application. One of the first major design decisions I faced was whether or not an approach based on 3D input was appropriate for the neurosurgery application at all. Visualizing and manipulating volumetric data sets with dexterity is important for this application, but the literature often seems to suggest that 3D input may have some shortcomings in this regard. My design experience suggested that, with appropriate design, this is not necessarily true: 3D input devices can be useful for both dextrous and fast virtual manipulation. The main contribution of the experiment presented in this chapter is to formalize this suggestion for the task of orienting virtual objects.
Since a 1988 study by Chen which introduced the Virtual Sphere [40], I am not aware of any quantitative data comparing performance of currently proposed techniques for specifying 3D orientation. For example, there is no formal user study to compare the Virtual Sphere and the Arcball proposed by Shoemake [153][154], nor is it known what advantages (if any) direct orientation input using a 3D input device might offer for 3D orientation tasks. Chen's study does not include detailed observations of user expectations or the common difficulties encountered. Given that computer users typically have no experience with interactive computer-based 3D rotation tasks, a description of the usability problems that novice users may encounter when first exposed to these techniques forms a useful contribution.
The high cost of 3D input devices has traditionally limited their use to research or niche market applications such as head-mounted virtual reality systems, high-end animation software, or medical visualization. Free-space 3D input devices are still expensive compared to the mouse, but with the recent introduction of PC-based devices [137][5] priced near $1000, these devices are more affordable and practical now than they have ever been, and a growing number of interface designers will have the opportunity to explore the possibilities of free-space 3D input.
The intent of this study is not to argue that any one device or technique is "best." Each interface device or input technique will excel for some tasks and languish for others [31]; the most appropriate device for an application depends on the context of tasks to be supported and the intended users. The goal here is to collect some solid performance data for an experimental rotation matching task, so that informed design decisions can be made, and to collect some qualitative observations that will help to illustrate some strengths and weaknesses of each technique.
6.2 Overview
This formal user study evaluates interactive 3D rotation techniques including the mouse-driven Virtual Sphere and Arcball techniques (which I will shortly explain in more detail), as well as direct 3D orientation input techniques based on magnetic orientation sensors. The data suggest that when performing an orientation matching task, users can take advantage of the integrated degrees of freedom of 3D orientation input to complete the task up to 36% faster, without necessarily sacrificing any statistically detectable degree of accuracy.6.3 Interaction techniques
My analysis includes the following interactive 3D rotation techniques:
The Virtual Sphere and Arcball both require the user to achieve some orientations by composing multiple rotations, since only two of the three possible rotational degrees of freedom can be accessed at any one time.


For the purposes of this experiment, the design of the device was kept as simple as possible, to avoid introducing secondary variables (such as absolute versus relative rotation). The basic task of rotating the object with integrated degrees-of-freedom is the main issue for this study.

6.4 Hypotheses
This study investigates the following specific hypotheses:
H2: Three-dimensional input is often assumed to be fast but inaccurate. I hypothesize that, at least for a 3D orientation matching task, 3D input provides fast orientation input without necessarily sacrificing any accuracy.
H4: The Arcball includes several apparent improvements over the Virtual sphere. As such, the Arcball should outperform the Virtual sphere in terms of task performance, user acceptance, or both.
6.5 The Experiment
6.5.1 Task
Test users performed an orientation matching task based on the task employed by Chen [40]. The goal here is not to reproduce Chen's results, but rather to extend the set of interactive 3D rotation techniques that have been formally evaluated with a common task.
A static view of a solid-rendered 3D model of a house, at a randomly generated orientation [4], was shown on the left side of the screen (figure 6.1). Test users attempted to manipulate a second view of the house on the right-hand side of the screen to match the random orientation. Each side of the house was colored uniquely to facilitate the matching. A circle was always drawn around both images of the house to assist matching, even though the circle only was strictly necessary for the Arcball and Virtual Sphere techniques.
When test users felt that the orientations matched, they clicked a footpedal to end the trial. After each trial, performance was rated as "Excellent!" (shortest-arc rotation less than 5.7 degrees), "Good Match!" (less than 7.6 degrees), or "Not good enough, try harder next time." I chose a footpedal to end the trials, rather than the spacebar used by Chen [40]. This kept the desk surface open for manipulation and it also allowed test users to use both hands (if desired) to manipulate the 3D input devices. The keyboard was removed from the desk during all experimental conditions.
Participants were given as little instruction as possible with each controller. With the Arcball and Virtual Sphere, the experiment began with a practice exercise to encourage the test user to click and drag within the circle (for two degree-of-freedom rotation) as well as outside the circle (for the third degree of freedom). When presenting the 3D Ball or Tracker devices, I placed the device on the table in front of the test user, mentioned that "It is not a mouse, it works differently," and suggested "Try to discover how to use it."
6.5.2 Experimental design
A within-subjects latin square design was used to control for order of presentation effects. Test users tried all four interfaces in a single session lasting about 1 hour. Test users performed matches for 15 unique orientations with each interface, but only the last 10 of these were included in the data analysis, to avoid any transient initial learning effects. There was a short break between conditions, during which I interviewed the test user about his or her impressions of the interface technique.6.5.3 Test users
Twenty-four unpaid test users (12 male, 12 female, all right-handed, mean age 19.1 years) were recruited from the University of Virginia psychology department's subject pool. All test users had experience with the mouse, while none had any experience with 3D input devices. Two test users had previously tried an interface similar to the Virtual Sphere, in the context of a molecule visualization application.6.6 Results
Figure 6.4 shows the mean completion times and accuracies which test users achieved. The 3D Ball was 36% faster than the 2D techniques and the Tracker was 33% faster. There was little variation in the mean accuracies obtained.


These discrepancies are probably primarily due to the differing test user populations: Chen used all males, some graduate students, and some students with experience in 3D graphics systems. This study includes females, all test users were undergraduates, and only two test users had any experience with interactive 3D rotation tasks. Another, probably less important, difference between the studies is that Chen's test users also performed more trials (27 trials vs. 15 trials in this study) so they may have become more proficient with the experimental task.
6.6.1 Statistical analysis
I performed an analysis of variance with repeated measures on the within-subjects factor of interface used, with task completion time and accuracy as dependent measures. The interface used was a highly significant factor for completion time (F(3,69) = 37.89, p <.0001) but not for accuracy (F(3,69) = 0.92, p >.4, n.s.).
Figure 6.5 Interface comparisons for completion time.
Figure 6.6 Significant between-subjects factors and interactions.
6.6.2 Separate analysis for males and females
This study was not designed to analyze sex differences, yet the results suggest that Sex was a significant factor. This is consistent with the sex differences literature, which has found an advantage for males on some tasks which involve mental rotation [74]. To ensure that Sex was not a distorting factor in the final study, I performed separate analyses with the N=12 male and N=12 female test users (fig. 6.7). For completion time, the results of the separate analysis were similar to those obtained in the combined analysis, suggesting that Sex was not a distorting factor.
Figure 6.7 Means for each interface technique by sex.
Females |
F statistic |
Significance |
|---|---|---|
|
3D Ball vs. Arcball
|
F(1,11) = 4.91
|
p < .05
|
|
3D Ball vs. Virt. Sphere
|
F(1,11) = 5.02
|
p < .05
|
Figure 6.8 Significant accuracy device comparisons for females only.
6.6.3 Between-subjects analysis
I also performed a between-subjects analysis using only the data from the first interface that each test user tried. Thus, the 24 test users were divided into 4 groups with 6 users each, resulting in an analysis which eliminates the Order 5 Interface effects (fig. 6.6) as possible factors, but which also results in an overall less sensitive analysis.
Interface |
Time (sec) |
Accuracy (deg) |
|---|---|---|
|
Arcball
|
30.8
|
5.1
|
|
Virtual Sphere
|
31.9
|
7.3
|
|
3D Ball
|
19.9
|
8.6
|
|
Tracker
|
21.3
|
7.3
|
Figure 6.9 Means obtained for the first interface tried.
Comparison |
F statistic |
Significance |
|---|---|---|
|
3D Ball vs. Arcball
|
F(1,23) = 12.60
|
p < .002
|
|
Tracker vs. Arcball
|
F(1,23) = 3.75
|
p < .07
|
|
Arcball vs. Virt. Sphere
|
F(1,23) = 5.20
|
p < .05
|
Figure 6.10 Significant effects for between-subjects analysis of accuracy.
6.7 Qualitative results
Figure 6.11 shows a histogram of the subjective ranks which test users assigned to each interface. The Arcball ranks suggested a generally positive reaction, but this trend was not significantly better than the ranks assigned to the other techniques. The 3D Ball was most commonly selected as the preferred technique for the experimental task, and nobody rated it as the worst technique. Figure 6.12 shows a pie chart illustrating how many subjects chose each interface as their "most preferred technique."


Figure 6.13 Statistical comparison of subjective ranks.
6.7.1 2D techniques: the Arcball and Virtual Sphere
The Arcball & Virtual Sphere shared many qualities, so I will discuss their similarities before contrasting the techniques. The techniques were generally well accepted, with many users commenting that the techniques were "pretty easy" or that they "worked really well once you learned the inside and outside of the circle."
Many test users were uncertain about where to click and drag with the mouse, and once they started to drag, they were reluctant to stop. This resulted in the impression that using the mouse was "not as smooth as [the 3D techniques]- you have to start and stop a lot to click the mouse button." Some test users hesitated to make a large movement which would disturb the progress made so far. As one user commented, "When you get close, you can screw it up -- I didn't want to mess up what I already had." Thus, test users sometimes seemed to be unsure of what effect their actions would have, and as a result they would try to plan their motions carefully. This is not a behavior which I observed with the 3D techniques.
6.7.2 Comparison of Arcball and Virtual Sphere
In theory, there are two primary distinctions between the behavior of Arcball and that of the Virtual Sphere: the Arcball avoids "hysteresis effects" and the Arcball uses half-length arcs. Hysteresis occurs when "closed loops of mouse motion may not produce closed loops of rotation" [153]. This means that it may not be possible to "undo" a sequence of drags by reversing their order. Half-length arcs are a property of how rotations combine, and result in a fixed C:D (Control:Display) ratio which is free of hysteresis. For example, with half-length arcs, a sweep across Arcball's inner circle moves the virtual object 360 degrees. The same sweep would only move the Virtual Sphere 180 degrees. This rotational C:D ratio is fixed by the mathematics underlying Arcball and cannot be changed without reintroducing hysteresis.
Some users did not notice these differences between the Arcball and Virtual Sphere techniques; as one test user put it, "I felt like I was doing the same thing again." Nonetheless, there was a general preference (16/24 participants) for the Arcball over the Virtual Sphere. A typical reaction was: "The Arcball is a little more responsive, and it gives you more control." Test users who preferred the Virtual Sphere often commented that they liked its slower rate of movement. The Virtual Sphere's slow movement suggested that the mouse was "pushing on a specific spot," whereas "Arcball just rotated around in different axes."
6.7.3 3D Ball
Overall, test users had very positive reactions to the 3D ball technique. Typical comments were "this makes you have total control," "it was like holding the object," and "you could just turn it around instead of repeatedly clicking [with the mouse]."6.8 Tracker
The Tracker's physical form-factors do not convey any clear message. Test users were typically quite confused when first encountering the Tracker ("this is a very weird thing"), but they were able to adapt after several trials. One test user explained that "at first I thought it had this really dumb shape, but it turned out to be easier to hold than I thought it would be."
6.9 Discussion
The qualitative observations from this formal study, as well as prior informal observations from implementing several variants of 3D input devices for orientation [80][164], suggest some general design parameters which can influence how users will employ these devices. These are not well-formulated principles for design, but rather some issues intended to demonstrate how a design can implicitly channel user behavior to differing styles of interaction.
Affordances: The input device needs to suggest that it serves to orient virtual objects, while at the same time suggesting that it should be picked up, and not used on the desk surface. In my work with the neurosurgical interface props, the doll's head serves this purpose well: the doll's head just can't be manipulated effectively on the desk surface, and so strongly encourages being picked up. The 3D Ball presented in this experiment did not suggest this well enough, leading some test users to initially use it by rolling it on the desk surface.
The design of a 3D input device can influence which style of grasp users will choose. Integrating buttons with the input device encourages users to adopt a power grasp, holding the device in the palm, while the fingertips maintain contact with the buttons. The power grasp may require relative rotation control to avoid awkward postures, since the biomechanical constraints of the hand and arm can limit the range of rotation. Also, the muscle tension required to press or hold an integrated switch can interfere with the user's ability to manipulate the input device. Using a footpedal to separate the button from the device can be an effective alternative [80], and can help to encourage use of the precision grasp.
Device acquisition time: The results reported here suggest that the mouse-based techniques are slower for the experimental rotation matching task. Nonetheless, in a work routine that uses the mouse frequently, the time to switch over to a 3D device, and then back to the mouse, might become a dominating factor. This could result in longer times for users to accomplish their overall goals, even though individual virtual object rotation tasks could be performed more quickly. This illustrates why one cannot conclude from this study that "3D input is best," but that one must also consider the context of surrounding tasks and the intended users.
6.10 Conclusion
Revisiting the original hypotheses, this study provides clear evidence that test users were able to take advantage of the integrated control of 3D orientation input to perform a rotation matching task more quickly than with 2D input techniques, despite years of prior experience with the mouse. More importantly, with possible slight qualifications for female test users or during initial exposure to the task, there were no statistically reliable accuracy discrepancies between any of the input techniques, demonstrating that 3D orientation input is fast without necessarily sacrificing accuracy.
This study has focused on manipulative techniques to achieve 3D rotation, but of course direct manipulation (whether 2D or 3D) is not the only approach to orienting and viewing objects. Even with a good interface, specification of orientation can be a difficult task for some users, so it makes sense to obviate the task when appropriate.
I have attempted to provide a careful analysis of performance in terms of time and accuracy and to provide detailed observations of usability problems one might expect for novice test users performing tasks similar to the experimental rotation matching task. I have also attempted to synthesize specific qualitative observations from this study and my previous experience with designing 3D input devices for rotation control to suggest some tentative design parameters which can influence how users will employ these devices. These contributions should prove useful to the growing number of interface designers who will incorporate 3D rotation control techniques into their applications.
2
I would like to acknowledge the contribution of Joe Tullio, who implemented the interfaces, ran all of the pilot studies, and assisted with the final study in the course of his senior thesis.