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OmniView OmniView
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384796
Feng Liang, Stevanus Kevin, Holger Baldauf, Kai Kunze, Yun Suen Pai
The possibility of providing humans with a 360 field of view (FOV) is an area that has fascinated researchers for some time. We introduce OmniView, an exploratory study to determine an optimized 360 FOV vision using dynamic distortion methods for reducing distortion and enlarging the area of the direction of interest. We developed three variations of OmniView to trigger distortions: eye gaze selection, pointing selection, and automatic selection. Our first study (n=16) compares these methods with no dynamic distortion (equirectangular view) in terms of spatial perception change and reaction time. The second study (n=16) evaluated subjective simulator sickness while performing simple everyday tasks. There is no significant change between OmniView and a no distortion baseline regarding spatial perception and reaction time. However, there is a statistically significant rise in disorientation from before the study to after using Pointing OmniView and Automatic OmniView. Most users (n=13) have a strong preference towards Gaze OmniView. From the results, we provide design guidelines towards further optimizing 360 vision and preserving our spatial sense and reaction time while keeping simulator sickness to a minimum.
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引用次数: 4
PoseAsQuery PoseAsQuery
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384658
Natsuki Hamanishi, Junichi Rekimoto
PoseAsQuery is an interactive browsing system used to repeatedly replay any specific segment of a video. To acquire and improve the body control skills that are essential for physical performance, it is necessary to continuously observe an individual's movement. However, previous research has several issues on the ability to repeatedly observe a user's movement without interruption during personal training. For these scenarios, the proposed system simultaneously provides a pose-based browsing method and its interface. The user can pin any frame from which a replay starts by using the person's body movement without another operation, such as pressing a button, that is not essential for improving the skill. The experimental results suggest that users can use posture to decide where to start replaying when they know that the corresponding pose enables them to replay the scene. We concluded that the proposed method enables users to repeatedly observe scenes more efficiently and in a less stressful way than pressing a button to replay from a fixed scene.
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引用次数: 4
waveSense: Low Power Voxel-tracking Technique for Resource Limited Devices waveSense:用于资源有限设备的低功耗体素跟踪技术
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384790
A. Withana, Tharindu Kaluarachchi, Chanaka Singhabahu, Shanaka Ransiri, Yilei Shi, Suranga Nanayakkara
In this paper, we describe waveSense, a power-efficient optical voxel tracking system for hand tracking in resource-limited devices. waveSense uses off-the-shelf, low-cost, non-focused infrared (IR) sensors and emitters. To achieve power efficiency, we introduce a novel selective volumetric illumination (SVI) technique, which illuminates different areas of a scene with variable power IR light and captures the reflected energy using non-focused IR sensors. Our technical evaluation suggests the feasibility of using waveSense for hand tracking performed within 45cm radius of the device. We believe with waveSense, gesture-based interactions would become more practical on resource-constrained wearables such as head-mounted displays (HMDs) and smartwatches.
在本文中,我们描述了waveSense,一种在资源有限的设备中用于手部跟踪的节能光学体素跟踪系统。waveSense使用现成的、低成本的、非聚焦的红外(IR)传感器和发射器。为了提高功率效率,我们引入了一种新的选择性体积照明(SVI)技术,该技术使用可变功率红外光照亮场景的不同区域,并使用非聚焦红外传感器捕获反射能量。我们的技术评估表明,在设备半径45cm范围内使用waveSense进行手部跟踪是可行的。我们相信,有了waveSense,基于手势的交互将在头戴式显示器(hmd)和智能手表等资源受限的可穿戴设备上变得更加实用。
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引用次数: 2
Manipulatable Auditory Perception in Wearable Computing 可穿戴计算中的可操纵听觉感知
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384792
Hiroki Watanabe, T. Terada
We proposed a framework to manipulate auditory perception. Since auditory perception is passive sense, we often do not notice important information and acquire unimportant information. In this study, we focused on earphone-type wearable computers (hearable devices) that not only have speakers but also microphones. In a hearable computing environment, we always attach microphones and speakers to the ears. Therefore, we can manipulate our auditory perception using a hearable device. We manipulated the frequency of the input sound from the microphones and transmitted the converted sound from the speakers. Thus, we could acquire the sound that is not heard with our normal auditory perception and eliminate the unwanted sound according to the user's requirements. We devised five types of frequency-manipulating techniques and implemented a prototype device. Moreover, we proposed seven assumed applications that can be realized by the proposed method.
我们提出了一个操纵听觉感知的框架。由于听觉感知是一种被动的感觉,所以我们往往没有注意到重要的信息而获得不重要的信息。在这项研究中,我们关注的是耳机型可穿戴计算机(可听设备),它不仅有扬声器,还有麦克风。在一个可听的计算环境中,我们总是把麦克风和扬声器连接到耳朵上。因此,我们可以使用可听设备来操纵我们的听觉感知。我们控制了麦克风输入声音的频率,并从扬声器传输转换后的声音。这样,我们就可以获得我们正常听觉感知听不到的声音,并根据用户的要求消除不需要的声音。我们设计了五种类型的频率操纵技术,并实现了一个原型装置。此外,我们提出了七个假设的应用可以实现的方法。
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引用次数: 5
e2-MaskZ: a Mask-type Display with Facial Expression Identification using Embedded Photo Reflective Sensors e2-MaskZ:一种使用嵌入式光反射传感器识别面部表情的面罩式显示器
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3385332
Akino Umezawa, Yoshinari Takegawa, Katsuhiro Suzuki, Katsutoshi Masai, Yuta Sugiura, M. Sugimoto, Yutaka Tokuda, D. M. Plasencia, S. Subramanian, Masafumi Takahashi, Hiroaki Taka, K. Hirata
The goal of this research is to propose the e2-MaskZ, a mask-type display that changes the user's face to the face of an avatar. The e2-MaskZ is composed of a face-capture mask to recognize the facial expression, and a face-display mask to present the avatar that reflects the recognize expression of the system wearer. 40 photo reflective sensors are laid out across the entire surface of the face-capture mask, and the e2-Mask is made to learn the sensor data for each new facial expression.
这项研究的目标是提出e2-MaskZ,这是一种面具类型的显示器,可以将用户的脸变成化身的脸。e2-MaskZ由识别面部表情的面部捕捉面具和反映系统佩戴者识别表情的面部显示面具组成。人脸捕捉面罩的整个表面布置了40个光反射传感器,e2-Mask可以学习每个新的面部表情的传感器数据。
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引用次数: 2
Proceedings of the Augmented Humans International Conference 增强人类国际会议录
Pub Date : 2020-03-16 DOI: 10.1145/3384657
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引用次数: 1
Investigation of Effective Parts for Rotation and Translation of the Legs Using Hanger Reflex 利用衣架反射研究腿旋转平移的有效部位
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384786
Hanamichi Sanada, Masatora Kobayashi, Yuki Kon, H. Kajimoto
When wearing a wire hanger on the head, an illusory force sense called the Hanger Reflex will occur. This phenomenon transpires not only at the head but also at the waists, wrists, and ankles. Dynamic control of the phenomenon by using pneumatic balloons has been proposed for the waist-type Hanger Reflex to enable direct rotation and translation of the user's body. However, this method is unsuitable for teaching different directions for the right and left legs, which is considered necessary for sports applications. In this study, we investigated which part of the leg is most effective for the direct rotation and translation of the leg. We also investigated the angle of the leg that was rotated when the Hanger Reflex device was attached to the thigh, knee, shin, and ankle, and the amount of translation. As a result, it was found that the most effective way to rotate and translate the leg was to rotate in the knee region, and that a greater extent of leg rotation was possible here than in other studies. These results suggest that a Hanger Reflex device is a possible candidate to rotate and translate the leg.
当头上戴着铁丝衣架时,会产生一种叫做“衣架反射”的虚幻力感。这种现象不仅发生在头部,也发生在腰部、手腕和脚踝。针对腰式衣架反射,提出了利用气球对该现象进行动态控制,以实现使用者身体的直接旋转和平移。然而,这种方法不适合教授左右腿的不同方向,这被认为是运动应用所必需的。在这项研究中,我们研究了腿的哪一部分对腿的直接旋转和平移最有效。我们还研究了当悬挂反射装置连接到大腿、膝盖、胫骨和脚踝时,腿部旋转的角度以及平移量。结果,我们发现旋转和平移腿最有效的方式是在膝盖区域旋转,并且在这里可以实现比其他研究更大程度的腿部旋转。这些结果表明,悬挂反射装置是一个可能的候选旋转和平移腿。
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引用次数: 5
Sketching On-Body Interactions using Piezo-Resistive Kinesiology Tape 使用压阻运动机能学磁带绘制人体相互作用草图
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384774
Paul Strohmeier
Skin is personal and sensitive. As a result, design and placement of on-body physical interfaces need to be well thought out. One way of "getting the design right" is to quickly sketch a multitude of designs to be modified, adjusted and elaborated on. To date, on-body rapid prototyping methods do not afford these "quick-and-dirty" design processes. We propose using piezo-resistive kinesiology tape as a low-cost and versatile resource for sketching functional on-skin interfaces. Our method uses pretreated kinesiology tape, which is made piezo-resistive through polymerization, and serves as touch, pressure and stretch sensor. We illustrate ketching techniques with both pretreated and untreated tape for iterative design of on-skin interfaces. In addition, we contribute a set of sensor primitives that facilitate various input modalities for creating interactive sketches.
皮肤是个人的、敏感的。因此,身体上物理接口的设计和放置需要深思熟虑。“让设计正确”的一种方法是快速勾勒出大量需要修改、调整和详细阐述的设计。到目前为止,实体快速原型设计方法还无法承受这些“快速而肮脏”的设计过程。我们建议使用压阻运动机能学胶带作为一种低成本和通用的资源来绘制功能性皮肤界面。我们的方法使用经过预处理的运动学胶带,该胶带通过聚合制成压电阻,并用作触摸,压力和拉伸传感器。我们用预处理和未处理的胶带来说明涂接技术,用于皮肤上接口的迭代设计。此外,我们还提供了一组传感器原语,用于创建交互式草图的各种输入方式。
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引用次数: 15
The Jungle Warm-Up Run: Augmenting Athletes with Coach-Guided Dynamic Game Elements 丛林热身跑:增强运动员与教练指导的动态游戏元素
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384779
Frederik Wiehr, Marko Vujic, A. Krüger, Florian Daiber
In virtually all sports, warming up is considered important to physically and mentally prepare an athlete for intensive efforts. General warm-up procedures with a correct technique for exercises are widely accepted to prevent injuries. However, most athletes do not warm up at all, or they do not follow a correct procedure. To address this, we designed and evaluated an exergame for warm-up guidance in a user-centered design process involving a fitness expert. The game augments the athlete with coach-guided dynamic game elements. With an online survey (N=466), we investigated general warm-up habits and provide insights on design game elements in this domain. In a between-subject user study (N=12), we compared our proposed exergame against a classic video instructor. As a result of using the exergame, the participants were more engaged (i.e. longer warm-up duration, higher relative intensity, more enjoyment) while reporting the same level of exertion.
在几乎所有的运动中,热身都被认为是重要的,它能让运动员在身体和精神上为高强度的训练做好准备。一般的热身程序和正确的运动技巧被广泛接受,以防止受伤。然而,大多数运动员根本不热身,或者他们没有遵循正确的程序。为了解决这个问题,我们设计并评估了一个以用户为中心的热身指导游戏,其中包括健身专家。游戏增加了运动员与教练指导的动态游戏元素。通过一项在线调查(N=466),我们调查了一般的热身习惯,并提供了这一领域的设计游戏元素的见解。在受试者之间的用户研究(N=12)中,我们将我们提出的练习与经典视频教练进行了比较。由于使用了该游戏,参与者在报告相同水平的运动时更投入(即更长的热身时间,更高的相对强度,更多的乐趣)。
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引用次数: 3
Sensor Glove Implemented with Artificial Muscle Set for Hand Rehabilitation 用于手部康复的人工肌肉传感器手套
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384791
Biyuan Wang, Nobuhiro Takahashi, H. Koike
Stroke is a disease caused by either a shortage of blood supply to the brain and causes upper limb motor impairment. Given that lots of the surviving stroke patients are required to undergo physical rehabilitation, we proposed a hand physical rehabilitation system which targets at the post stroke patients. The system consists of two parts: a digital glove implemented with sensors on each joint as the rehabilitation reference and a soft exoskeleton set as the motor system. The users are able to wear the equipment easily and can obtain real time performance monitoring via attached flex sensors. This is an ergonomic, light and portable rehabilitation system within a room area which provides the patient with more independence. In this paper, we described the design idea and the usage of this system.
中风是一种由大脑供血不足引起的疾病,导致上肢运动障碍。鉴于大量脑卒中存活患者需要进行肢体康复,我们提出了一种针对脑卒中后患者的手部肢体康复系统。该系统由两部分组成:一个在每个关节上安装传感器的数字手套作为康复参考,一个软外骨骼作为运动系统。用户可以轻松佩戴该设备,并可以通过附加的柔性传感器获得实时性能监测。这是一个符合人体工程学的、轻便的、便携的康复系统,在一个房间里,为病人提供了更多的独立性。本文阐述了该系统的设计思想和使用方法。
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引用次数: 9
期刊
Proceedings of the Augmented Humans International Conference
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