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Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology最新文献

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Makers' Marks: Physical Markup for Designing and Fabricating Functional Objects 制造商标记:设计和制造功能对象的物理标记
Valkyrie Savage, Sean Follmer, Jingyi Li, Bjoern Hartmann
To fabricate functional objects, designers create assemblies combining existing parts (e.g., mechanical hinges, electronic components) with custom-designed geometry (e.g., enclosures). Modeling complex assemblies is outside the reach of the growing number of novice ``makers' with access to digital fabrication tools. We aim to allow makers to design and 3D print functional mechanical and electronic assemblies. Based on a formative exploration, we created Makers' Marks, a system based on physically authoring assemblies with sculpting materials and annotation stickers. Makers physically sculpt the shape of an object and attach stickers to place existing parts or high-level features (such as parting lines). Our tool extracts the 3D pose of these annotations from a scan of the design, then synthesizes the geometry needed to support integrating desired parts using a library of clearance and mounting constraints. The resulting designs can then be easily 3D printed and assembled. Our approach enables easy creation of complex objects such as TUIs, and leverages physical materials for tangible manipulation and understanding scale. We validate our tool through several design examples: a custom game controller, an animated toy figure, a friendly baby monitor, and a hinged box with integrated alarm.
为了制造功能对象,设计师创建组合现有部件(例如,机械铰链,电子元件)与定制设计的几何形状(例如,外壳)的组件。建模复杂的组件是越来越多的新手“制造者”与访问数字制造工具的范围之外。我们的目标是允许制造商设计和3D打印功能的机械和电子组件。基于对造型的探索,我们创造了maker ' Marks,这是一个基于物理创作的系统,使用雕刻材料和注释贴纸进行组装。制造者物理雕刻一个物体的形状,并附上贴纸来放置现有的零件或高级特征(如分型线)。我们的工具从设计的扫描中提取这些注释的3D姿态,然后使用间隙和安装约束库合成支持集成所需部件所需的几何形状。由此产生的设计可以很容易地3D打印和组装。我们的方法可以轻松创建复杂的对象,如ui,并利用物理材料进行有形的操作和理解规模。我们通过几个设计示例验证了我们的工具:一个自定义游戏控制器,一个动画玩具人物,一个友好的婴儿监视器和一个带有集成警报的铰链盒。
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引用次数: 96
SmartTokens: Embedding Motion and Grip Sensing in Small Tangible Objects SmartTokens:在小型有形物体中嵌入运动和握感
Mathieu Le Goc, Pierre Dragicevic, Samuel Huron, Jeremy Boy, Jean-Daniel Fekete
SmartTokens are small-sized tangible tokens that can sense multiple types of motion, multiple types of touch/grip, and send input events wirelessly as state-machine transitions. By providing an open platform for embedding basic sensing capabilities within small form-factors, SmartTokens extend the design space of tangible user interfaces. We describe the design and implementation of SmartTokens and illustrate how they can be used in practice by introducing a novel TUI design for event notification and personal task management.
SmartTokens是一种小型的有形令牌,可以感知多种类型的运动,多种类型的触摸/握持,并以状态机转换的方式无线发送输入事件。通过提供一个开放的平台,将基本传感功能嵌入到小尺寸的设备中,SmartTokens扩展了有形用户界面的设计空间。我们描述了SmartTokens的设计和实现,并通过引入用于事件通知和个人任务管理的新颖TUI设计来说明如何在实践中使用它们。
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引用次数: 16
Impacto: Simulating Physical Impact by Combining Tactile Stimulation with Electrical Muscle Stimulation 冲击:通过结合触觉刺激和肌肉电刺激来模拟物理冲击
Pedro Lopes, A. Ion, Patrick Baudisch
We present impacto, a device designed to render the haptic sensation of hitting or being hit in virtual reality. The key idea that allows the small and light impacto device to simulate a strong hit is that it decomposes the stimulus: it renders the tactile aspect of being hit by tapping the skin using a solenoid; it adds impact to the hit by thrusting the user's arm backwards using electrical muscle stimulation. The device is self-contained, wireless, and small enough for wearable use, thus leaves the user unencumbered and able to walk around freely in a virtual environment. The device is of generic shape, allowing it to also be worn on legs, so as to enhance the experience of kicking, or merged into props, such as a baseball bat. We demonstrate how to assemble multiple impacto units into a simple haptic suit. Participants of our study rated impact simulated using impacto's combination of solenoid hit and electrical muscle stimulation as more realistic than either technique in isolation.
我们展示了impact,一种在虚拟现实中呈现撞击或被撞击的触感的设备。让小而轻的冲击装置模拟强烈撞击的关键思想是,它分解了刺激:它通过使用螺线管敲击皮肤来呈现被撞击的触觉方面;它通过电肌肉刺激将使用者的手臂向后推来增加打击的冲击力。该设备是独立的,无线的,并且足够小,可穿戴使用,因此使用户不受阻碍,能够在虚拟环境中自由走动。该装置是通用的形状,允许它也可以戴在腿上,以增强踢的体验,或合并成道具,如棒球棒。我们演示了如何将多个冲击单元组装成一个简单的触觉套装。我们研究的参与者认为,使用电磁冲击和电肌肉刺激相结合的冲击模拟比单独使用任何一种技术都更真实。
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引用次数: 196
EM-Sense: Touch Recognition of Uninstrumented, Electrical and Electromechanical Objects EM-Sense:非仪器,电气和机电物体的触摸识别
Gierad Laput, Chouchang Yang, R. Xiao, A. Sample, Chris Harrison
Most everyday electrical and electromechanical objects emit small amounts of electromagnetic (EM) noise during regular operation. When a user makes physical contact with such an object, this EM signal propagates through the user, owing to the conductivity of the human body. By modifying a small, low-cost, software-defined radio, we can detect and classify these signals in real-time, enabling robust on-touch object detection. Unlike prior work, our approach requires no instrumentation of objects or the environment; our sensor is self-contained and can be worn unobtrusively on the body. We call our technique EM-Sense and built a proof-of-concept smartwatch implementation. Our studies show that discrimination between dozens of objects is feasible, independent of wearer, time and local environment.
大多数日常电气和机电设备在正常运行时都会发出少量的电磁噪声。当用户与这样的物体进行物理接触时,由于人体的导电性,这种电磁信号在用户体内传播。通过修改一个小的,低成本的,软件定义的无线电,我们可以实时检测和分类这些信号,实现强大的触摸对象检测。与之前的工作不同,我们的方法不需要对象或环境的仪器;我们的传感器是独立的,可以不显眼地戴在身上。我们将这项技术称为EM-Sense,并构建了一个概念验证型智能手表实现。我们的研究表明,识别几十个物体是可行的,与佩戴者、时间和当地环境无关。
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引用次数: 109
Joint 5D Pen Input for Light Field Displays 用于光场显示的联合5D笔输入
J. Tompkin, Samuel Muff, J. McCann, H. Pfister, J. Kautz, M. Alexa, W. Matusik
Light field displays allow viewers to see view-dependent 3D content as if looking through a window; however, existing work on light field display interaction is limited. Yet, they have the potential to parallel 2D pen and touch screen systems, which present a joint input and display surface for natural interaction. We propose a 4D display and interaction space using a dual-purpose lenslet array, which combines light field display and light field pen sensing, and allows us to estimate the 3D position and 2D orientation of the pen. This method is simple, fast (150Hz), with position accuracy of 2-3mm and precision of 0.2-0.6mm from 0-350mm away from the lenslet array, and orientation accuracy of 2 degrees and precision of 0.2-0.3 degrees within a 45 degree field of view. Further, we 3D print the lenslet array with embedded baffles to reduce out-of-bounds cross-talk, and use an optical relay to allow interaction behind the focal plane. We demonstrate our joint display/sensing system with interactive light field painting.
光场显示允许观看者看到与视图相关的3D内容,就像透过窗户看一样;然而,现有的光场显示相互作用的研究工作是有限的。然而,它们有可能并行2D笔和触摸屏系统,为自然交互提供联合输入和显示表面。我们提出了一个使用双用途透镜阵列的四维显示和交互空间,它结合了光场显示和光场笔传感,并允许我们估计笔的三维位置和二维方向。该方法简单、快速(150Hz),距离透镜阵列0-350mm位置精度为2-3mm,精度为0.2-0.6mm,在45度视场范围内定位精度为2度,精度为0.2-0.3度。此外,我们3D打印了嵌入挡板的透镜阵列,以减少出界串扰,并使用光学继电器允许焦平面后的相互作用。我们展示了我们的联合显示/传感系统与交互光场绘画。
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引用次数: 8
Pin-and-Cross: A Unimanual Multitouch Technique Combining Static Touches with Crossing Selection 别针交叉:一种单手多点触控技术,结合了静态触控和交叉选择
Yuexing Luo, Daniel Vogel
We define, explore, and demonstrate a new multitouch interaction space called "pin-and-cross." It combines one or more static touches ("pins") with another touch to cross a radial target, all performed with one hand. A formative study reveals pin-and-cross kinematic characteristics and evaluates fundamental performance and preference for target angles. These results are used to form design guidelines and recognition heuristics for pin-and-cross menus invoked with one and two pin fingers on first touch or after a drag. These guidelines are used to implement different pin-and-cross techniques. A controlled experiment compares a one finger pin-and-cross contextual menu to a Marking Menu and partial Pie Menu: pin-and-cross is just as accurate and 27% faster when invoked on a draggable object. A photo app demonstrates more pin-and-cross variations for extending two-finger scrolling, selecting modes while drawing, constraining two-finger transformations, and combining pin-and-cross with a Marking Menu.
我们定义、探索并展示了一种新的多点触控交互空间,称为“别针交叉”。它将一个或多个静态触摸(“针”)与另一个触摸结合起来,通过一个径向目标,所有这些都是用一只手完成的。一项形成性研究揭示了钉叉运动学特征,并评估了基本性能和对目标角度的偏好。这些结果用于形成设计指南和识别启发式,用于在第一次触摸或拖动后使用一个和两个别针手指调用的别针交叉菜单。这些指导原则用于实现不同的别针交叉技术。一项对照实验将一个手指钉叉上下文菜单与一个标记菜单和部分饼菜单进行了比较:当在一个可拖动的对象上调用钉叉菜单时,它同样准确,而且速度快了27%。一个照片应用程序演示了更多的别针和叉的变化,包括扩展两指滚动,在绘图时选择模式,限制两指转换,以及将别针和叉与标记菜单结合起来。
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引用次数: 33
Webstrates: Shareable Dynamic Media Webstrates:可共享的动态媒体
C. Klokmose, James R. Eagan, S. Baader, W. Mackay, M. Beaudouin-Lafon
We revisit Alan Kay's early vision of dynamic media that blurs the distinction between documents and applications. We introduce shareable dynamic media that are malleable by users, who may appropriate them in idiosyncratic ways; shareable among users, who collaborate on multiple aspects of the media; and distributable across diverse devices and platforms. We present Webstrates, an environment for exploring shareable dynamic media. Webstrates augment web technology with real-time sharing. They turn web pages into substrates, i.e. software entities that act as applications or documents depending upon use. We illustrate Webstrates with two implemented case studies: users collaboratively author an article with functionally and visually different editors that they can personalize and extend at run-time; and they orchestrate its presentation and audience participation with multiple devices. We demonstrate the simplicity and generative power of Webstrates with three additional prototypes and evaluate it from a systems perspective.
我们重新审视Alan Kay早期对动态媒体的看法,它模糊了文档和应用程序之间的区别。我们引入了可共享的动态媒体,这些媒体可以被用户以特殊的方式使用;可在用户之间共享,用户在媒体的多个方面进行协作;并且可以在不同的设备和平台上分发。我们提供Webstrates,一个探索可共享动态媒体的环境。Webstrates通过实时共享增强了web技术。它们将网页转换为基板,即根据使用情况充当应用程序或文档的软件实体。我们用两个实现的案例研究来说明Webstrates:用户使用功能和视觉上不同的编辑器协作撰写一篇文章,他们可以在运行时进行个性化和扩展;他们用多种设备来编排它的展示和观众的参与。我们用另外三个原型演示了Webstrates的简单性和生成能力,并从系统的角度对其进行了评估。
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引用次数: 141
cLuster: Smart Clustering of Free-Hand Sketches on Large Interactive Surfaces 聚类:大型交互表面上手绘草图的智能聚类
Florian Perteneder, Martin Bresler, Eva-Maria Grossauer, Joanne Leong, M. Haller
Structuring and rearranging free-hand sketches on large interactive surfaces typically requires making multiple stroke selections. This can be both time-consuming and fatiguing in the absence of well-designed selection tools. Investigating the concept of automated clustering, we conducted a background study which highlighted the fact that people have varying perspectives on how elements in sketches can and should be grouped. In response to these diverse user expectations, we present cLuster, a flexible, domain-independent clustering approach for free-hand sketches. Our approach is designed to accept an initial user selection, which is then used to calculate a linear combination of pre-trained perspectives in real-time. The remaining elements are then clustered. An initial evaluation revealed that in many cases, only a few corrections were necessary to achieve the desired clustering results. Finally, we demonstrate the utility of our approach in a variety of application scenarios.
在大型交互式表面上构建和重新排列手绘草图通常需要进行多次笔画选择。在缺乏精心设计的选择工具的情况下,这既耗时又令人疲劳。在调查自动聚类的概念时,我们进行了一项背景研究,该研究强调了这样一个事实,即人们对草图中的元素可以和应该如何分组有不同的看法。为了响应这些不同的用户期望,我们提出了cLuster,这是一种灵活的,独立于领域的手绘草图聚类方法。我们的方法旨在接受初始用户选择,然后用于实时计算预训练视角的线性组合。然后对剩余的元素进行聚类。初步评估显示,在许多情况下,只需要少量的修正就可以达到期望的聚类结果。最后,我们将演示我们的方法在各种应用程序场景中的实用性。
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引用次数: 24
CyclopsRing: Enabling Whole-Hand and Context-Aware Interactions Through a Fisheye Ring CyclopsRing:通过鱼眼环实现全手和上下文感知交互
Liwei Chan, Yi-Ling Chen, Chi-Hao Hsieh, Rong-Hao Liang, Bing-Yu Chen
This paper presents CyclopsRing, a ring-style fisheye imaging wearable device that can be worn on hand webbings to en- able whole-hand and context-aware interactions. Observing from a central position of the hand through a fisheye perspective, CyclopsRing sees not only the operating hand, but also the environmental contexts that involve with the hand-based interactions. Since CyclopsRing is a finger-worn device, it also allows users to fully preserve skin feedback of the hands. This paper demonstrates a proof-of-concept device, reports the performance in hand-gesture recognition using random decision forest (RDF) method, and, upon the gesture recognizer, presents a set of interaction techniques including on-finger pinch-and-slide input, in-air pinch-and-motion input, palm-writing input, and their interactions with the environ- mental contexts. The experiment obtained an 84.75% recognition rate of hand gesture input from a database of seven hand gestures collected from 15 participants. To our knowledge, CyclopsRing is the first ring-wearable device that supports whole-hand and context-aware interactions.
本文介绍了CyclopsRing,一种环形鱼眼成像可穿戴设备,可以戴在手蹼上,以实现全手和上下文感知交互。CyclopsRing通过鱼眼视角从手的中心位置观察,不仅可以看到操作的手,还可以看到与手交互有关的环境背景。由于CyclopsRing是指戴式设备,它还允许用户充分保护手部皮肤的反馈。本文演示了一种概念验证装置,报告了使用随机决策森林(RDF)方法进行手势识别的性能,并在手势识别器上提出了一套交互技术,包括手指捏滑输入、空中捏动输入、手掌书写输入以及它们与环境上下文的交互。实验从15个参与者的7个手势数据库中获得了84.75%的手势识别率。据我们所知,CyclopsRing是第一个支持全手和环境感知交互的可穿戴设备。
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引用次数: 134
Improving Virtual Keyboards When All Finger Positions Are Known 改进虚拟键盘时,所有的手指位置是已知的
Daewoong Choi, Hyeonjoong Cho, J. Cheong
Current virtual keyboards are known to be slower and less convenient than physical QWERTY keyboards because they simply imitate the traditional QWERTY keyboards on touchscreens. In order to improve virtual keyboards, we consider two reasonable assumptions based on the observation of skilled typists. First, the keys are already assigned to each finger for typing. Based on this assumption, we suggest restricting each finger to entering pre-allocated keys only. Second, non-touching fingers move in correlation with the touching finger because of the intrinsic structure of human hands. To verify of our assumptions, we conducted two experiments with skilled typists. In the first experiment, we statistically verified the second assumption. We then suggest a novel virtual keyboard using our observations. In the second experiment, we show that our suggested keyboard outperforms existing virtual keyboards.
目前的虚拟键盘被认为比实体QWERTY键盘更慢,更不方便,因为它们只是模仿触摸屏上的传统QWERTY键盘。为了改进虚拟键盘,我们根据熟练打字员的观察考虑了两个合理的假设。首先,键盘已经分配给每个手指来打字。基于这个假设,我们建议限制每个手指只能输入预分配的键。其次,由于人手的内在结构,非接触手指与接触手指的运动是相关的。为了验证我们的假设,我们用熟练的打字员做了两个实验。在第一个实验中,我们通过统计验证了第二个假设。然后,我们根据我们的观察提出了一种新的虚拟键盘。在第二个实验中,我们证明了我们建议的键盘优于现有的虚拟键盘。
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引用次数: 4
期刊
Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology
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