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.
{"title":"OmniView","authors":"Feng Liang, Stevanus Kevin, Holger Baldauf, Kai Kunze, Yun Suen Pai","doi":"10.1145/3384657.3384796","DOIUrl":"https://doi.org/10.1145/3384657.3384796","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121877915","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"PoseAsQuery","authors":"Natsuki Hamanishi, Junichi Rekimoto","doi":"10.1145/3384657.3384658","DOIUrl":"https://doi.org/10.1145/3384657.3384658","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126554111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"waveSense: Low Power Voxel-tracking Technique for Resource Limited Devices","authors":"A. Withana, Tharindu Kaluarachchi, Chanaka Singhabahu, Shanaka Ransiri, Yilei Shi, Suranga Nanayakkara","doi":"10.1145/3384657.3384790","DOIUrl":"https://doi.org/10.1145/3384657.3384790","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"130 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130204044","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Manipulatable Auditory Perception in Wearable Computing","authors":"Hiroki Watanabe, T. Terada","doi":"10.1145/3384657.3384792","DOIUrl":"https://doi.org/10.1145/3384657.3384792","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134194548","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"e2-MaskZ: a Mask-type Display with Facial Expression Identification using Embedded Photo Reflective Sensors","authors":"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","doi":"10.1145/3384657.3385332","DOIUrl":"https://doi.org/10.1145/3384657.3385332","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116331409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Proceedings of the Augmented Humans International Conference","authors":"","doi":"10.1145/3384657","DOIUrl":"https://doi.org/10.1145/3384657","url":null,"abstract":"","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123206715","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Investigation of Effective Parts for Rotation and Translation of the Legs Using Hanger Reflex","authors":"Hanamichi Sanada, Masatora Kobayashi, Yuki Kon, H. Kajimoto","doi":"10.1145/3384657.3384786","DOIUrl":"https://doi.org/10.1145/3384657.3384786","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130050973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Sketching On-Body Interactions using Piezo-Resistive Kinesiology Tape","authors":"Paul Strohmeier","doi":"10.1145/3384657.3384774","DOIUrl":"https://doi.org/10.1145/3384657.3384774","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117132344","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"The Jungle Warm-Up Run: Augmenting Athletes with Coach-Guided Dynamic Game Elements","authors":"Frederik Wiehr, Marko Vujic, A. Krüger, Florian Daiber","doi":"10.1145/3384657.3384779","DOIUrl":"https://doi.org/10.1145/3384657.3384779","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125468366","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Sensor Glove Implemented with Artificial Muscle Set for Hand Rehabilitation","authors":"Biyuan Wang, Nobuhiro Takahashi, H. Koike","doi":"10.1145/3384657.3384791","DOIUrl":"https://doi.org/10.1145/3384657.3384791","url":null,"abstract":"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.","PeriodicalId":106445,"journal":{"name":"Proceedings of the Augmented Humans International Conference","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131667073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}