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

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TurkDeck: Physical Virtual Reality Based on People TurkDeck:基于人的物理虚拟现实
Lung-Pan Cheng, T. Roumen, Hannes Rantzsch, Sven Köhler, Patrick Schmidt, Róbert Kovács, Johannes Jasper, J. Kemper, Patrick Baudisch
TurkDeck is an immersive virtual reality system that reproduces not only what users see and hear, but also what users feel. TurkDeck produces the haptic sensation using props, i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. Unlike previous work on prop-based virtual reality, however, TurkDeck allows creating arbitrarily large virtual worlds in finite space and using a finite set of physical props. The key idea behind TurkDeck is that it creates these physical representations on the fly by making a group of human workers present and operate the props only when and where the user can actually reach them. TurkDeck manages these so-called "human actuators" by displaying visual instructions that tell the human actuators when and where to place props and how to actuate them. We demonstrate TurkDeck at the example of an immersive 300m2 experience in 25m2 physical space. We show how to simulate a wide range of physical objects and effects, including walls, doors, ledges, steps, beams, switches, stompers, portals, zip lines, and wind. In a user study, participants rated the realism/immersion of TurkDeck higher than a traditional prop-less baseline condition (4.9 vs. 3.6 on 7 item Likert).
TurkDeck是一个沉浸式虚拟现实系统,它不仅能再现用户的所见所闻,还能再现用户的感受。TurkDeck使用道具产生触觉,即当用户触摸或操纵虚拟世界中的物体时,他们同时也触摸或操纵物理世界中的相应物体。然而,与之前基于道具的虚拟现实不同,TurkDeck允许在有限的空间中使用有限的物理道具创建任意大的虚拟世界。TurkDeck背后的关键思想是,它通过让一群人类工人在场,只在用户真正能够接触到道具的时候和地方操作道具,来实时创建这些物理表征。TurkDeck通过显示视觉指令来管理这些所谓的“人类致动器”,告诉人类致动器何时何地放置道具以及如何驱动它们。我们以在25平方米的物理空间中提供300平方米的沉浸式体验为例来演示TurkDeck。我们展示了如何模拟各种物理对象和效果,包括墙壁,门,壁架,台阶,横梁,开关,踩踏器,门户,拉链线和风。在一项用户研究中,参与者对TurkDeck的真实感/沉浸感的评分高于传统的无道具基线条件(7项李克特评分4.9比3.6)。
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引用次数: 158
Kinetic Blocks: Actuated Constructive Assembly for Interaction and Display 动态块:用于交互和显示的构造装配
Philipp Schoessler, Daniel Windham, Daniel Leithinger, Sean Follmer, H. Ishii
Pin-based shape displays not only give physical form to digital information, they have the inherent ability to accurately move and manipulate objects placed on top of them. In this paper we focus on such object manipulation: we present ideas and techniques that use the underlying shape change to give kinetic ability to otherwise inanimate objects. First, we describe the shape display's ability to assemble, disassemble, and reassemble structures from simple passive building blocks through stacking, scaffolding, and catapulting. A technical evaluation demonstrates the reliability of the presented techniques. Second, we introduce special kinematic blocks that are actuated and sensed through the underlying pins. These blocks translate vertical pin movements into other degrees of freedom like rotation or horizontal movement. This interplay of the shape display with objects on its surface allows us to render otherwise inaccessible forms, like overhangs, and enables richer input and output.
基于引脚的形状显示器不仅为数字信息提供物理形式,而且具有精确移动和操纵放置在其上的物体的固有能力。在本文中,我们专注于这样的对象操作:我们提出的想法和技术,利用潜在的形状变化,以赋予动能能力,否则无生命的对象。首先,我们描述了形状显示的组装,拆卸和重组结构的能力,从简单的被动构建块通过堆叠,脚手架和弹射。技术评估证明了所提出技术的可靠性。其次,我们介绍了通过底层引脚驱动和感知的特殊运动块。这些块将垂直销运动转化为其他自由度,如旋转或水平运动。这种形状显示与物体表面的相互作用使我们能够呈现其他难以接近的形式,如悬垂,并实现更丰富的输入和输出。
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引用次数: 29
3D Printed Hair: Fused Deposition Modeling of Soft Strands, Fibers, and Bristles 3D打印头发:软股,纤维和刷毛的熔融沉积建模
Gierad Laput, Xiang 'Anthony' Chen, Chris Harrison
We introduce a technique for furbricating 3D printed hair, fibers and bristles, by exploiting the stringing phenomena inherent in 3D printers using fused deposition modeling. Our approach offers a range of design parameters for controlling the properties of single strands and also of hair bundles. We further detail a list of post-processing techniques for refining the behavior and appearance of printed strands. We provide several examples of output, demonstrating the immediate feasibility of our approach using a low cost, commodity printer. Overall, this technique extends the capabilities of 3D printing in a new and interesting way, without requiring any new hardware.
我们介绍了一种技术,通过利用使用熔融沉积建模的3D打印机固有的弦现象,为3D打印的头发,纤维和鬃毛。我们的方法提供了一系列的设计参数来控制单丝和发束的特性。我们进一步详细列出了改进印刷股的行为和外观的后处理技术。我们提供了几个输出示例,展示了使用低成本商品打印机的方法的直接可行性。总的来说,这项技术以一种新的有趣的方式扩展了3D打印的功能,而不需要任何新的硬件。
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引用次数: 64
PERCs: Persistently Trackable Tangibles on Capacitive Multi-Touch Displays 电容式多点触控显示器上的持久可追踪物品
Simon Voelker, Christian Cherek, Jan Thar, Thorsten Karrer, Christian Thoresen, Kjell Ivar Øvergård, Jan O. Borchers
Tangible objects on capacitive multi-touch surfaces are usually only detected while the user is touching them. When the user lets go of such a tangible, the system cannot distinguish whether the user just released the tangible, or picked it up and removed it from the surface. We introduce PERCs, persistent capacitive tangibles that "know" whether they are currently on a capacitive touch surface or not. This is achieved by adding a small field sensor to the tangible to detect the touch screen's own, weak electromagnetic touch detection probing signal. Thus, unlike previous designs, PERCs do not get filtered out over time by the adaptive signal filters of the touch screen. We provide a technical overview of the theory be- hind PERCs and our prototype construction, and we evaluate detection rates, timing performance, and positional and angular accuracy for PERCs on a variety of unmodified, commercially available multi-touch devices.Through their affordable circuitry and high accuracy, PERCs open up the potential for a variety of new applications that use tangibles on today's ubiquitous multi-touch devices.
电容式多点触控表面上的有形物体通常只有在用户触摸时才会被检测到。当用户放开这样一个有形的东西时,系统无法区分用户是刚刚放开了这个有形的东西,还是把它捡起来从表面移走了。我们介绍了perc,一种“知道”它们当前是否在电容触摸表面上的持久性电容。这是通过在有形的触摸屏上添加一个小的场传感器来检测触摸屏本身,微弱的电磁触摸检测探测信号来实现的。因此,与以前的设计不同,perc不会随着时间的推移被触摸屏的自适应信号滤波器滤除。我们提供了理论背后的PERCs和我们的原型结构的技术概述,我们评估检测率,定时性能,位置和角度精度的PERCs在各种未经修改的,市售的多点触摸设备。通过其经济实惠的电路和高精度,PERCs为在当今无处不在的多点触摸设备上使用有形设备的各种新应用开辟了潜力。
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引用次数: 41
Foldio: Digital Fabrication of Interactive and Shape-Changing Objects With Foldable Printed Electronics 折叠:可折叠印刷电子产品的交互式和可变形物体的数字制造
Simon Olberding, S. Ortega, K. Hildebrandt, Jürgen Steimle
Foldios are foldable interactive objects with embedded input sensing and output capabilities. Foldios combine the advantages of folding for thin, lightweight and shape-changing objects with the strengths of thin-film printed electronics for embedded sensing and output. To enable designers and end-users to create highly custom interactive foldable objects, we contribute a new design and fabrication approach. It makes it possible to design the foldable object in a standard 3D environment and to easily add interactive high-level controls, eliminating the need to manually design a fold pattern and low-level circuits for printed electronics. Second, we contribute a set of printable user interface controls for touch input and display output on folded objects. Moreover, we contribute controls for sensing and actuation of shape-changeable objects. We demonstrate the versatility of the approach with a variety of interactive objects that have been fabricated with this framework.
Foldios是可折叠的交互式对象,具有嵌入式输入传感和输出功能。Foldios结合了薄、轻、可变形物体的折叠优势,以及用于嵌入式传感和输出的薄膜印刷电子产品的优势。为了使设计师和最终用户能够创建高度定制的交互式可折叠对象,我们提供了一种新的设计和制造方法。它可以在标准的3D环境中设计可折叠物体,并轻松添加交互式高级控制,从而消除了手动设计折叠图案和印刷电子产品低级电路的需要。其次,我们提供了一套可打印的用户界面控件,用于触摸输入和折叠对象的显示输出。此外,我们还为感知和驱动形状可变的物体提供了控制。我们通过使用该框架制作的各种交互式对象来演示该方法的多功能性。
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引用次数: 126
Tactile Animation by Direct Manipulation of Grid Displays 直接操纵网格显示的触觉动画
Oliver S. Schneider, A. Israr, Karon E Maclean
Chairs, wearables, and handhelds have become popular sites for spatial tactile display. Visual animators, already expert in using time and space to portray motion, could readily transfer their skills to produce rich haptic sensations if given the right tools. We introduce the tactile animation object, a directly manipulated phantom tactile sensation. This abstraction has two key benefits: 1) efficient, creative, iterative control of spatiotemporal sensations, and 2) the potential to support a variety of tactile grids, including sparse displays. We present Mango, an editing tool for animators, including its rendering pipeline and perceptually-optimized interpolation algorithm for sparse vibrotactile grids. In our evaluation, professional animators found it easy to create a variety of vibrotactile patterns, with both experts and novices preferring the tactile animation object over controlling actuators individually.
椅子、可穿戴设备和手持设备已经成为空间触觉显示的热门场所。视觉动画师已经擅长利用时间和空间来描绘运动,如果给予合适的工具,他们可以很容易地将他们的技能转化为产生丰富的触觉感觉。我们介绍了触觉动画对象,一种直接操纵的虚幻触觉。这种抽象有两个关键的好处:1)对时空感觉的有效、创造性、迭代控制;2)支持各种触觉网格的潜力,包括稀疏显示。我们提出芒果,一个编辑工具的动画,包括其渲染管道和感知优化的插值算法稀疏振动触觉网格。在我们的评估中,专业动画师发现创建各种振动触觉模式很容易,专家和新手都更喜欢触觉动画对象,而不是单独控制执行器。
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引用次数: 67
These Aren't the Commands You're Looking For: Addressing False Feedforward in Feature-Rich Software 这些不是你想要的命令:在功能丰富的软件中解决错误前馈
B. Lafreniere, Parmit K. Chilana, Adam Fourney, Michael A. Terry
The names, icons, and tooltips of commands in feature-rich software are an important source of guidance when locating and selecting amongst commands. Unfortunately, these cues can mislead users into believing that a command is appropriate for a given task, when another command would be more appropriate, resulting in wasted time and frustration. In this paper, we present command disambiguation techniques that inform the user of alternative commands before, during, and after an incorrect command has been executed. To inform the design of these techniques, we define categories of false-feedforward errors caused by misleading interface cues, and identify causes for each. Our techniques are the first designed explicitly to solve this problem in feature-rich software. A user study showed enthusiasm for the techniques, and revealed their potential to play a key role in learning of feature-rich software.
在功能丰富的软件中,命令的名称、图标和工具提示是定位和选择命令的重要指导来源。不幸的是,这些提示可能会误导用户认为某个命令适合于给定的任务,而另一个命令可能更合适,从而导致浪费时间和挫败感。在本文中,我们提出了命令消歧技术,该技术在执行错误命令之前、期间和之后通知用户可选择的命令。为了指导这些技术的设计,我们定义了由误导性接口提示引起的假前馈错误的类别,并确定了每种错误的原因。我们的技术是第一个在功能丰富的软件中明确设计来解决这个问题的技术。一项用户研究显示了对这些技术的热情,并揭示了它们在学习功能丰富的软件方面发挥关键作用的潜力。
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引用次数: 17
uniMorph: Fabricating Thin Film Composites for Shape-Changing Interfaces uniMorph:用于改变形状界面的薄膜复合材料
Felix Heibeck, B. Tome, Clark Della Silva, H. Ishii
Researchers have been investigating shape-changing interfaces, however technologies for thin, reversible shape change remain complicated to fabricate. uniMorph is an enabling technology for rapid digital fabrication of customized thin-film shape-changing interfaces. By combining the thermoelectric characteristics of copper with the high thermal expansion rate of ultra-high molecular weight polyethylene, we are able to actuate the shape of flexible circuit composites directly. The shape-changing actuation is enabled by a temperature driven mechanism and reduces the complexity of fabrication for thin shape-changing interfaces. In this paper we describe how to design and fabricate thin uniMorph composites. We present composites that are actuated by either environmental temperature changes or active heating of embedded structures and provide a systematic overview of shape-changing primitives. Finally, we present different sensing techniques that leverage the existing copper structures or can be seamlessly embedded into the uniMorph composite. To demonstrate the wide applicability of uniMorph, we present several applications in ubiquitous and mobile computing.
研究人员一直在研究改变形状的界面,然而,制造薄的、可逆的形状改变的技术仍然很复杂。uniMorph是一种快速数字化制造定制薄膜变形界面的使能技术。通过结合铜的热电特性和超高分子量聚乙烯的高热膨胀率,我们能够直接驱动柔性电路复合材料的形状。通过温度驱动机制实现形状变化驱动,降低了薄形状变化界面的制造复杂性。本文介绍了如何设计和制备单晶硅薄复合材料。我们提出的复合材料是由环境温度变化或主动加热嵌入式结构驱动的,并提供了形状变化原语的系统概述。最后,我们提出了不同的传感技术,利用现有的铜结构或可以无缝嵌入到uniMorph复合材料。为了证明uniMorph的广泛适用性,我们介绍了在无处不在和移动计算中的几个应用。
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引用次数: 61
Gaze vs. Mouse: A Fast and Accurate Gaze-Only Click Alternative 凝视vs鼠标:一个快速和准确的凝视只能点击选择
C. Lutteroth, A. Penkar, Gerald Weber
Eye gaze tracking is a promising input method which is gradually finding its way into the mainstream. An obvious question to arise is whether it can be used for point-and-click tasks, as an alternative for mouse or touch. Pointing with gaze is both fast and natural, although its accuracy is limited. There are still technical challenges with gaze tracking, as well as inherent physiological limitations. Furthermore, providing an alternative to clicking is challenging. We are considering use cases where input based purely on gaze is desired, and the click targets are discrete user interface (UI) elements which are too small to be reliably resolved by gaze alone, e.g., links in hypertext. We present Actigaze, a new gaze-only click alternative which is fast and accurate for this scenario. A clickable user interface element is selected by dwelling on one of a set of confirm buttons, based on two main design contributions: First, the confirm buttons stay on fixed positions with easily distinguishable visual identifiers such as colors, enabling procedural learning of the confirm button position. Secondly, UI elements are associated with confirm buttons through the visual identifiers in a way which minimizes the likelihood of inadvertent clicks. We evaluate two variants of the proposed click alternative, comparing them against the mouse and another gaze-only click alternative.
眼球追踪是一种很有前途的输入法,正逐渐进入主流。一个显而易见的问题是,它是否可以用于指向和点击任务,作为鼠标或触摸的替代品。目光指向既快速又自然,尽管其准确性有限。目光追踪仍然存在技术上的挑战,以及固有的生理限制。此外,提供一种替代点击的方式是具有挑战性的。我们正在考虑的用例是,输入完全基于凝视是需要的,点击目标是离散的用户界面(UI)元素,这些元素太小,无法通过凝视单独可靠地解决,例如,超文本中的链接。我们提出了Actigaze,这是一种新的只能盯着看的点击选择,对于这种情况来说,它既快速又准确。可点击的用户界面元素是通过停留在一组确认按钮中的一个来选择的,这是基于两个主要的设计贡献:首先,确认按钮保持在固定的位置,具有易于区分的视觉标识符(如颜色),使确认按钮位置的过程学习成为可能。其次,UI元素通过视觉标识符与确认按钮相关联,从而最大限度地减少无意点击的可能性。我们评估了两种被提议的点击选择,将它们与鼠标和另一种只盯着看的点击选择进行比较。
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引用次数: 71
NanoStylus: Enhancing Input on Ultra-Small Displays with a Finger-Mounted Stylus 纳米触控笔:用手指安装的触控笔增强超小型显示器上的输入
Haijun Xia, Tovi Grossman, G. Fitzmaurice
Due to their limited input area, ultra-small devices, such as smartwatches, are even more prone to occlusion or the fat finger problem, than their larger counterparts, such as smart phones, tablets, and tabletop displays. We present NanoStylus -- a finger-mounted fine-tip stylus that enables fast and accurate pointing on a smartwatch with almost no occlusion. The NanoStylus is built from the circuitry of an active capacitive stylus, and mounted within a custom 3D-printed thimble-shaped housing unit. A sensor strip is mounted on each side of the device to enable additional gestures. A user study shows that NanoStylus reduces error rate by 80%, compared to traditional touch interaction and by 45%, compared to a traditional stylus. This high precision pointing capability, coupled with the implemented gesture sensing, gives us the opportunity to explore a rich set of interactive applications on a smartwatch form factor.
由于输入面积有限,智能手表等超小型设备比智能手机、平板电脑和桌面显示器等大型设备更容易出现遮挡或胖手指问题。我们展示了NanoStylus——一种安装在手指上的细尖触控笔,可以在几乎没有遮挡的情况下快速准确地指向智能手表。NanoStylus由有源电容式手写笔的电路构成,并安装在定制的3d打印顶针形状的外壳单元中。传感器条安装在设备的两侧,以支持额外的手势。一项用户研究表明,与传统触控互动相比,NanoStylus的错误率降低了80%,与传统触控笔相比,错误率降低了45%。这种高精度的指向能力,加上实现的手势感应,使我们有机会在智能手表的外形上探索丰富的交互式应用程序。
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引用次数: 55
期刊
Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology
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