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Proceedings of the 2018 ACM Symposium on Spatial User Interaction最新文献

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Getting There and Beyond: Incidental Learning of Spatial Knowledge with Turn-by-Turn Directions and Location Updates in Navigation Interfaces 到达那里和超越:在导航界面中通过转弯方向和位置更新偶然学习的空间知识
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267783
S. Dey, Karrie Karahalios, W. Fu
Spatial user interfaces that help people navigate often focus on turn-by-turn instructions, ignoring how they may help incidental learning of spatial knowledge. Drawing on theories and findings from the area of spatial cognition, the current paper aims to understand how turn-by-turn instructions and relative location updates can help incidental learning of spatial (route and survey) knowledge. A user study was conducted as people used map-based and video-based spatial interfaces to navigate to different locations in an indoor environment using turn-by-turn directions and relative location updates. Consistent with existing literature, we found that providing only turn-by-turn directions was in general not effective for helping people to acquire spatial knowledge as relative location updates, but map-based interfaces were in general better for incidental learning of survey knowledge while video-based interfaces were better for route knowledge. Our result suggested that relative location updates encourage active processing of spatial information, which allows better incidental learning of spatial knowledge. We discussed the implications of our results to designs trade-offs in navigation interfaces that facilitate learning of spatial knowledge.
帮助人们导航的空间用户界面通常侧重于逐行指示,而忽略了它们如何帮助偶然学习空间知识。利用空间认知领域的理论和发现,本论文旨在了解转弯指示和相对位置更新如何帮助偶然学习空间(路线和调查)知识。在一项用户研究中,人们使用基于地图和基于视频的空间界面,通过转弯方向和相对位置更新,在室内环境中导航到不同的位置。与已有文献一致的是,我们发现仅提供逐向方向通常不能有效地帮助人们获得相对位置更新的空间知识,但基于地图的界面通常更有利于偶然学习调查知识,而基于视频的界面则更有利于路线知识。我们的研究结果表明,相对位置更新促进了空间信息的主动加工,从而更好地促进了空间知识的附带学习。我们讨论了我们的研究结果对导航界面设计的影响,以促进空间知识的学习。
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引用次数: 7
Physical Guides: An Analysis of 3D Sketching Performance on Physical Objects in Augmented Reality 物理指南:增强现实中物理对象的3D素描性能分析
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267788
Philippe Wacker, Simon Voelker, Adrian Wagner, Jan O. Borchers
Besides sketching in mid-air, Augmented Reality (AR) lets users sketch 3D designs directly attached to existing physical objects. These objects provide natural haptic feedback whenever the pen touches them, and, unlike in VR, there is no need to digitize the physical object first. Especially in Personal Fabrication, this lets non-professional designers quickly create simple 3D models that fit existing physical objects, such as a lampshade for a lamp socket. We categorize guidance types of real objects into flat, concave, and convex surfaces, edges, and surface markings. We studied how accurately these guides let users draw 3D shapes attached to physical vs. virtual objects in AR. Results show that tracing physical objects is 48% more accurate, and can be performed in a similar time compared to virtual objects. Guides on physical objects further improve accuracy especially in the vertical direction. Our findings provide initial metrics when designing AR sketching systems.
除了在半空中绘制草图外,增强现实(AR)还允许用户直接在现有的物理对象上绘制3D设计草图。每当笔触摸这些物体时,这些物体就会提供自然的触觉反馈,而且与VR不同的是,不需要先将物理物体数字化。特别是在个人制造中,这可以让非专业设计师快速创建适合现有物理对象的简单3D模型,例如灯罩的灯座。我们将真实物体的引导类型分为平面、凹面和凸面、边缘和表面标记。我们研究了这些指南让用户在AR中绘制附着在物理物体和虚拟物体上的3D形状的准确性。结果表明,与虚拟物体相比,追踪物理物体的准确率要高48%,并且可以在相似的时间内完成。物理对象上的指南进一步提高了精度,特别是在垂直方向上。我们的研究结果为设计AR素描系统提供了初步指标。
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引用次数: 37
Real-Time Recognition of Signboards with Mobile Device using Deep Learning for Information Identification Support System 基于深度学习的移动设备标牌实时识别信息识别支持系统
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274674
Shigeo Kitamura, Kota Kita, Mitsunori Matsushita
In this paper, a framework that uses deep learning on a server to recognize signboards in streets with mobile devices is proposed. The proposed framework enables a user to determine the type of shops in his/her location. Our experimental results revealed that the proposed framework recognized signboards with an 86% accuracy within 1 second.
本文提出了一个在服务器上使用深度学习来识别带有移动设备的街道广告牌的框架。建议的框架使用户能够确定他/她所在位置的商店类型。实验结果表明,该框架在1秒内识别标识的准确率为86%。
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引用次数: 0
Using Affective Computing for Proxemic Interactions in Mixed-Reality 基于情感计算的混合现实中邻近交互
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274692
Jasmine Roberts
Immersive technologies have been touted as empathetic mediums. This capability has yet to be fully explored through machine learning integration. Our demo seeks to explore proxemics in mixed-reality (MR) human-human interactions. The author developed a system, where spatial features can be manipulated in real time by identifying emotions corresponding to unique combinations of facial micro-expressions and tonal analysis. The Magic Leap One is used as the interactive interface, the first commercial spatial computing head mounted (virtual retinal) display (HUD). A novel spatial user interface visualization element is prototyped that leverages the affordances of mixed-reality by introducing both a spatial and affective component to interfaces.
沉浸式技术被吹捧为移情媒介。这种能力还没有通过机器学习集成得到充分的探索。我们的演示旨在探索混合现实(MR)人际互动中的近距学。作者开发了一个系统,通过识别面部微表情和色调分析的独特组合所对应的情绪,可以实时操纵空间特征。Magic Leap One被用作交互界面,这是第一个商用空间计算头戴式(虚拟视网膜)显示器(HUD)。设计了一种新的空间用户界面可视化元素原型,该元素通过在界面中引入空间和情感组件来利用混合现实的功能。
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引用次数: 3
Flip-Flop Sticker: Force-to-Motion Type 3DoF Input Device for Capacitive Touch Surface 触发器贴纸:用于电容触摸表面的力到运动型3DoF输入设备
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274686
Kaori Ikematsu, M. Fukumoto, I. Siio
Figure 1. (a) Flip-Flop Sticker attached to the trackpad; (b) The structure of Flip-Flop Sticker; (c) Applying shear force (sliding to any optional direction) to PL is assigned as X/Y-axis operations and applying pressure force (pushing down) to PL/PR is assigned as Z-axis (+Z/-Z) operations; (d) The seesawlike mechanism enabling “upward” force feedback to a primary operation finger; (e) Flip-Flop Sticker can also be utilized as a head-mounted display adapter; (f) Applications : 3D (X/Y/Z) operation in 3D CAD and 3D Tic-Tac-Toe can be realized by orthogonal and intuitive operation.
图1所示。(a)附在触控板上的Flip-Flop贴纸;(b) Flip-Flop Sticker的结构;(c)对PL施加剪切力(向任意方向滑动)为X/ y轴操作,对PL/PR施加压力力(向下推)为Z轴(+Z/-Z)操作;(d)跷跷板式机制,使“向上”力反馈到主要操作手指;(e) Flip-Flop Sticker也可用作头戴式显示器适配器;(f)应用:3D CAD中的3D (X/Y/Z)操作和3D井字游戏可以通过正交和直观操作实现。
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引用次数: 3
Haptopus: Transferring the Touch Sense of the Hand to the Face Using Suction Mechanism Embedded in HMD Haptopus:将手的触觉传递到脸部,使用嵌入HMD的吸力机制
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267789
Takayuki Kameoka, Yuki Kon, Takuto Nakamura, H. Kajimoto
Along with the spread of VR experiences by HMD, many proposals have been made to improve the experience by providing tactile information to the fingertip, but there are problems such as difficulty in attaching and detaching and hindering free movement of fingers. As a method to solve these issues, we developed Haptopus, which embeds the tactile display in the HMD and presents tactile sense associated with fingers to the face. In this paper, we conducted a preliminary investigation on the best suction pressure and compared with the conventional tactile presentation approaches. As a result, it was confirmed that Haptopus improves the quality of the VR experience.
随着HMD虚拟现实体验的普及,人们提出了很多通过向指尖提供触觉信息来改善体验的建议,但存在着难以附着和分离、阻碍手指自由运动等问题。为了解决这些问题,我们开发了Haptopus,它将触觉显示嵌入到头戴式显示器中,并将与手指相关的触觉呈现给面部。在本文中,我们对最佳吸入压力进行了初步的研究,并与传统的触觉呈现方式进行了比较。结果证实,Haptopus提高了VR体验的质量。
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引用次数: 5
Classification of Beyond-Reality Interaction Techniques in Spatial Human-Computer Interaction 空间人机交互中的超现实交互技术分类
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274680
B. Dewitz, Philipp Ladwig, Frank Steinicke, C. Geiger
In the context of spatial user interfaces for virtual or augmented reality, many interaction techniques and metaphors are referred to as being (super-)natural, magical or hyper-real. However, many of these terms have not been defined properly, such that a classification and distinction between those interfaces is often not possible. We propose a new classification system which can be used to identify those interaction techniques and relate them to reality-based and abstract interaction techniques.
在虚拟或增强现实的空间用户界面中,许多交互技术和隐喻被称为(超)自然、神奇或超真实。然而,这些术语中的许多都没有得到适当的定义,因此通常不可能对这些接口进行分类和区分。我们提出了一个新的分类系统,可以用来识别这些交互技术,并将它们与基于现实的和抽象的交互技术联系起来。
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引用次数: 1
Spatially-Aware Tangibles Using Mouse Sensors 使用鼠标传感器的空间感知实体
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274690
Dennis Schüsselbauer, Andreas Schmid, Raphael Wimmer, Laurin Muth
We demonstrate a simple technique that allows tangible objects to track their own position on a surface using an off-the-shelf optical mouse sensor. In addition to measuring the (relative) movement of the device, the sensor also allows capturing a low-resolution raw image of the surface. This makes it possible to detect the absolute position of the device via marker patterns at known positions. Knowing the absolute position may either be used to trigger actions or as a known reference point for tracking the device. This demo allows users to explore and evaluate affordances and applications of such tangibles.
我们演示了一种简单的技术,该技术允许有形物体使用现成的光学鼠标传感器跟踪其在表面上的位置。除了测量设备的(相对)运动外,传感器还允许捕获表面的低分辨率原始图像。这使得通过已知位置的标记模式检测设备的绝对位置成为可能。知道绝对位置既可以用来触发动作,也可以作为跟踪设备的已知参考点。这个演示允许用户探索和评估这些有形资产的功能和应用。
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引用次数: 6
Thumb-In-Motion: Evaluating Thumb-to-Ring Microgestures for Athletic Activity 运动中的拇指:评估拇指到戒指的微手势为体育活动
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267796
Roger Boldu, Alexandru Dancu, Denys J. C. Matthies, Pablo Gallego Cascón, Shanaka Ransiri, Suranga Nanayakkara
Spatial User Interfaces, such as wearable fitness trackers are widely used to monitor and improve athletic performance. However, most fitness tracker interfaces require bimanual interactions, which significantly impacts the user's gait and pace. This paper evaluated a one-handed thumb-to-ring gesture interface to quickly access information without interfering with physical activity, such as running. By a pilot study, the most minimal gesture set was selected, particularly those that could be executed reflexively to minimize distraction and cognitive load. The evaluation revealed that among the selected gestures, the tap, swipe-down, and swipe-left were the most 'easy to use'. Interestingly, motion does not have a significant effect on the ease of use or on the execution time. However, interacting in motion was subjectively rated as more demanding. Finally, the gesture set was evaluated in real-world applications, while the user performed a running exercise and simultaneously controlled a lap timer, a distance counter, and a music player.
空间用户界面,如可穿戴健身追踪器被广泛用于监测和提高运动成绩。然而,大多数健身追踪器界面需要手动交互,这对用户的步态和速度有很大影响。本文评估了一种单手拇指到戒指的手势界面,可以在不干扰身体活动(如跑步)的情况下快速访问信息。在一项初步研究中,选择了最小的手势集,特别是那些可以反射性地执行的手势集,以最大限度地减少分心和认知负荷。评估显示,在选择的手势中,点击、向下滑动和向左滑动是最“容易使用”的。有趣的是,动作对易用性或执行时间没有显著影响。然而,运动中的互动被主观上认为要求更高。最后,在实际应用程序中对手势集进行评估,同时用户进行跑步练习并同时控制圈速计时器、距离计数器和音乐播放器。
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引用次数: 27
Evaluation of Cursor Offset on 3D Selection in VR VR中光标偏移量在三维选择中的评价
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267797
Jialei Li, Isaac Cho, Z. Wartell
Object selection in a head-mounted display system has been studied extensively. Although most previous work indicates that users perform better when selecting with minimum offset added to the cursor, it is often not possible to directly select objects that are out of arm's reach. Thus, it is not clear whether offset-based techniques will result in improved overall performance. Moreover, due to the difference in muscle requirements of arm and shoulder between a hand-held device and a motion capture device, selection performance may be affected by factors related to ergonomics of the input device. In order to explore these uncertainties, we conduct a user study to evaluate the effects of four virtual cursor offset techniques on 3D object selection performance using Fitts' model and ISO 9241-9 standard while comparing two input devices in a head-mounted display. The results show that selection with No Offset is most efficient when the target is within reach. When the target is out of reach, Linear Offset outperforms Fixed-Length Offset and Go-Go Offset on movement time, error rate and effective throughput, as well as subjective preference evaluation. Overall, the Razer Hydra controller provides better and more stable selection performance than Leap Motion.
头戴式显示系统中的对象选择问题已经得到了广泛的研究。虽然大多数先前的工作表明,用户在选择光标时添加最小偏移量时表现更好,但通常不可能直接选择手臂够不到的对象。因此,目前尚不清楚基于偏移的技术是否会导致整体性能的提高。此外,由于手持设备和动作捕捉设备对手臂和肩部肌肉的需求不同,选择性能可能会受到输入设备的人体工程学相关因素的影响。为了探索这些不确定性,我们进行了一项用户研究,使用Fitts模型和ISO 9241-9标准来评估四种虚拟光标偏移技术对3D对象选择性能的影响,同时比较了头戴式显示器中的两种输入设备。结果表明,当目标在可及范围内时,无偏移选择是最有效的。当目标遥不可及时,线性偏移在移动时间、错误率和有效吞吐量以及主观偏好评价方面都优于定长偏移和Go-Go偏移。总体而言,雷蛇Hydra控制器提供了比Leap Motion更好和更稳定的选择性能。
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引用次数: 20
期刊
Proceedings of the 2018 ACM Symposium on Spatial User Interaction
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