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

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Doodle Daydream: An Interactive Display to Support Playful and Creative Interactions Between Co-workers 涂鸦白日梦:一个互动展示,支持同事之间有趣和创造性的互动
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274681
S. Elvitigala, Samantha W. T. Chan, Noura Howell, Denys J. C. Matthies, Suranga Nanayakkara
Interactive displays are increasingly embedded into the architecture we inhabit. We designed Doodle Daydream, an LED grid display with a mobile interface, which acts similarly to a shared sketch pad. Users contribute their own custom drawings that immediately play back on the display, fostering moment-to-moment playful interactions. This project builds on related work by designing a collaborative display to support calming yet playful interactions in an office setting.
交互式显示器越来越多地嵌入到我们居住的建筑中。我们设计了Doodle Daydream,这是一个带有移动界面的LED网格显示屏,它的作用类似于一个共享的素描本。用户贡献自己的自定义绘图,这些绘图会立即在显示器上播放,从而促进即时的有趣互动。该项目建立在相关工作的基础上,设计了一个协作展示,以支持办公室环境中平静而有趣的互动。
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引用次数: 1
Towards Unobtrusive Obstacle Detection and Notification for Virtual Reality Using Metaphors 基于隐喻的虚拟现实无障碍障碍物检测与通知
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274682
P. Wozniak, Antonio Capobianco, N. Javahiraly, D. Curticapean
We present results of a preliminary study on our planned system for the detection of obstacles in the physical environment (PE) by means of an RGB-D sensor and their unobtrusive signalling using metaphors within the virtual environment (VE).
我们介绍了我们计划的系统的初步研究结果,该系统通过RGB-D传感器检测物理环境(PE)中的障碍物,并使用虚拟环境(VE)中的隐喻进行不显眼的信号发送。
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引用次数: 0
An Emotional Spatial Handwriting System 情感空间书写系统
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274679
Ziqian Chen, M. Bourguet, G. Venture
According to graphology, people's emotional states can be detected from their handwriting. Unlike writing on paper, which can be analysed through its on-surface properties, spatial interaction-based handwriting is entirely in-air. Consequently, the techniques used in graphology to reveal the emotions of the writer are not directly transferable to spatial interaction. The purpose of our research is to propose a 3D handwriting system with emotional capabilities. For our study, we retained height basic emotions represented by a large spectrum of coordinates in the Russell's valence-arousal model: afraid, angry, disgusted, happy, sad, surprised, amorous and serious. We used the Leap Motion sensor (https://www.leapmotion.com) to capture hand motion; C# and the Unity 3D game engine (https://unity3d.com) for the 3D rendering of the handwritten characters. With our system, users can write freely with their fingers in the air and immerse themselves in their handwriting by wearing a virtual reality headset. We aim to create a rendering model that can be universally applied to any handwriting and any alphabet: our choice of parameters is inspired by both Latin typography and Chinese calligraphy, characterised by its four elementary writing instruments: the brush, the ink, the brush-stand and the ink-stone. The final parameter selection process was carried out by immersing ourselves in our own in-air handwriting and through numerous trials. The five rendering parameters we chose are: (1) weight determined by the radius of the rendered stroke; (2) smoothness determined by the minimum length of one stroke segment; (3) tip of stroke determined by the ratio of the radius to the writing speed; (4) ink density determined by the opacity of the rendering material; and (5) ink dryness determined by the texture of the rendering material, which can be coarse or smooth. Having implemented the 3D handwriting system and empirically determined five rendering parameters, we designed a survey to gather opinions on which rendering parameters' values are most effective at conveying the intended emotions. For each parameter, we created three handwriting samples by varying the value of the parameter, and to avoid the combinatorial explosion of the number of samples, each parameter was made to vary independently of the others. The formula we used to calculate the optimal value of a parameter is as follows: Where i = 1, 2, 3 refers to the value of the parameter used in the sample; Q is the total number of respondents (64 in average); qi is the number of people who chose that sample; and Pi denotes the parameter. Applying the R values to the 3D handwriting system in Unity, we obtain the eight emotional styles illustrated below. We calculated the Euclidean distances between each pair of emotions using their 2D coordinates (x, y) in the Russell's valence-arousal emotion model and their 5-dimensional vectors of normalised parameters' values. Across all pairs of emotions, there is a po
根据笔迹学,人们的情绪状态可以从他们的笔迹中检测出来。纸上书写可以通过其表面特性进行分析,而基于空间交互的书写则完全是在空气中进行的。因此,笔迹学中用来揭示作家情感的技巧并不能直接应用于空间互动。我们研究的目的是提出一个具有情感能力的3D手写系统。在我们的研究中,我们保留了罗素价值觉醒模型中由大谱坐标表示的高度基本情绪:害怕、愤怒、厌恶、快乐、悲伤、惊讶、多情和严肃。我们使用Leap Motion传感器(https://www.leapmotion.com)来捕捉手部运动;c#和Unity 3D游戏引擎(https://unity3d.com)用于手写字符的3D渲染。通过我们的系统,用户可以用手指在空中自由书写,并通过佩戴虚拟现实耳机沉浸在自己的笔迹中。我们的目标是创建一个可以普遍适用于任何笔迹和任何字母的渲染模型:我们选择参数的灵感来自拉丁字体和中国书法,其特点是其四种基本书写工具:毛笔、墨水、毛笔架和砚台。最终的参数选择过程是通过沉浸在我们自己的空中笔迹和无数的试验来进行的。我们选择的五个渲染参数是:(1)权重由渲染笔画的半径决定;(2)光滑度由单个行程段的最小长度决定;(3)笔尖由半径与书写速度之比决定;(4)油墨密度由渲染材料的不透明度决定;(5)油墨干燥度由渲染材料的质地决定,可以是粗糙的,也可以是光滑的。在实现了3D手写系统并根据经验确定了五个渲染参数后,我们设计了一项调查,以收集关于哪些渲染参数值最有效地传达预期情绪的意见。对于每个参数,我们通过改变参数的值创建了三个手写样本,为了避免样本数量的组合爆炸,每个参数都独立于其他参数而变化。我们计算某参数最优值的公式如下:其中i = 1,2,3为样本中使用的参数值;Q为被调查者总数(平均64人);Qi是选择该样本的人数;Pi为参数。将R值应用到Unity的3D手写系统中,我们得到了如下所示的八种情感风格。我们计算了每对情绪之间的欧几里得距离,使用罗素的价格唤醒情绪模型中的二维坐标(x, y)和它们归一化参数值的5维向量。在所有对情绪中,两个距离之间存在正相关(R=0.41)。这是一个有趣的结果,它似乎支持模型中参数值的选择。然后,我们进行了另一项调查(42名受访者),以评估我们的渲染模型的情感能力。对8种情绪分别制作中英文手写样本,共16个样本。最容易识别的四种情绪是:害怕、悲伤、严肃和愤怒。95%置信区间的二项检验表明,对于这四种情绪,被调查者的选择与随机机会有显著差异。我们注意到,这四种情绪在罗素的价-唤醒模型中都具有负价或中性价。恐惧的情绪尤其明显。快乐的情绪很容易被识别,但也经常被混淆为严肃。最不能正确识别的情绪是厌恶、多情和惊讶。通过观察单个单词样本从八种情绪中选择一种情绪是一项困难的练习,但结果令人鼓舞。
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引用次数: 0
Over My Hand: Using a Personalized Hand in VR to Improve Object Size Estimation, Body Ownership, and Presence 在我的手上:在VR中使用个性化的手来提高物体大小估计,身体所有权和存在感
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267920
Sungchul Jung, G. Bruder, P. Wisniewski, C. Sandor, C. Hughes
When estimating the distance or size of an object in the real world, we often use our own body as a metric; this strategy is called body-based scaling. However, object size estimation in a virtual environment presented via a head-mounted display differs from the physical world due to technical limitations such as narrow field of view and low fidelity of the virtual body when compared to one's real body. In this paper, we focus on increasing the fidelity of a participant's body representation in virtual environments with a personalized hand using personalized characteristics and a visually faithful augmented virtuality approach. To investigate the impact of the personalized hand, we compared it against a generic virtual hand and measured effects on virtual body ownership, spatial presence, and object size estimation. Specifically, we asked participants to perform a perceptual matching task that was based on scaling a virtual box on a table in front of them. Our results show that the personalized hand not only increased virtual body ownership and spatial presence, but also supported participants in correctly estimating the size of a virtual object in the proximity of their hand.
在估计现实世界中物体的距离或大小时,我们经常使用自己的身体作为度量标准;这种策略被称为基于身体的缩放。然而,通过头戴式显示器呈现的虚拟环境中的物体尺寸估计与物理世界不同,这是由于技术限制,例如与真实身体相比,虚拟身体的视野狭窄和保真度较低。在本文中,我们专注于使用个性化特征和视觉上忠实的增强虚拟方法,通过个性化的手来提高虚拟环境中参与者身体表征的保真度。为了研究个性化手的影响,我们将其与通用虚拟手进行了比较,并测量了对虚拟身体所有权、空间存在和物体大小估计的影响。具体来说,我们要求参与者执行一项感知匹配任务,该任务是基于缩放他们面前桌子上的虚拟盒子。我们的研究结果表明,个性化的手不仅增加了虚拟身体的所有权和空间存在,而且还支持参与者正确估计他们的手附近的虚拟物体的大小。
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引用次数: 41
Evaluating the Effects of Feedback Type on Older Adults' Performance in Mid-Air Pointing and Target Selection 评价反馈类型对老年人空中指向和目标选择的影响
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267933
A. Cabreira, F. Hwang
"Hands-free" pointing techniques used in mid-air gesture interaction require precise motor control and dexterity. Although being applied in a growing number of interaction contexts over the past few years, this input method can be challenging for older users (60+ years old) who experience natural decline in pointing abilities due to natural ageing process. We report the findings of a target acquisition experiment in which older adults had to perform "point-and-select" gestures in mid-air. The experiment investigated the effect of 6 feedback conditions on pointing and selection performance of older users. Our findings suggest that the bimodal combination of Visual and Audio feedback lead to faster target selection times for older adults, but did not lead to making less errors. Furthermore, target location on screen was found to play a more important role in both selection time and accuracy of point-and-select tasks than feedback type.
在空中手势交互中使用的“免提”指向技术需要精确的运动控制和灵活性。尽管在过去的几年里,这种输入法在越来越多的交互环境中得到了应用,但对于年龄较大的用户(60岁以上)来说,这种输入法可能是一个挑战,因为他们由于自然衰老的过程而经历了指向能力的自然下降。我们报告了一个目标获取实验的结果,在这个实验中,老年人必须在半空中做“指向和选择”的手势。实验考察了6种反馈条件对老年用户指向和选择行为的影响。我们的研究结果表明,视觉和音频反馈的双峰组合导致老年人更快的目标选择时间,但并没有导致更少的错误。此外,屏幕上的目标位置比反馈类型对点选任务的选择时间和准确性都有更重要的作用。
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引用次数: 5
An Exploration of Altered Muscle Mappings of Arm to Finger Control for 3D Selection 手臂到手指控制的三维选择改变肌肉映射的探索
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3275241
E. O. Hunt, Amy Banic
In this poster, we present a novel 3-dimensional (3D) interaction technique, Altered Muscle Mapping (AMM), to re-map muscle movements of hands/arms to fingers/wrists. We implemented an initial design of AMM as a 3-Dimensional (3D) selection technique, where finger movements translate a virtual cursor (in 3-degrees-of-freedom) for selection. Direct Manipulation performance benefits may be preserved yet reduce physical fatigue. We designed an initial set of mapping variations. Our results from an initial pilot study provide initial performance insights of mapping configurations. AMM has potential for direct hand interaction in virtual and augmented reality and for users with a limited range of motion.
在这张海报中,我们展示了一种新颖的三维(3D)交互技术,改变肌肉映射(AMM),将手/手臂的肌肉运动重新映射到手指/手腕。我们将AMM的初始设计实现为3维(3D)选择技术,其中手指运动转换虚拟光标(3个自由度)进行选择。可以保留直接操作的性能优势,同时减少身体疲劳。我们设计了一组初始的映射变化。我们的初步初步研究结果提供了映射配置的初步性能见解。AMM在虚拟现实和增强现实中具有直接手部交互的潜力,适合活动范围有限的用户。
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引用次数: 1
Virtual Campus: Infrastructure and spatiality management tools based on 3D environments 虚拟校园:基于3D环境的基础设施和空间管理工具
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274676
Tatiana Sánchez Botero, Alejandro Montes Muñoz
This paper describes the development and implementation of "Virtual Campus", a prototype that brings together a set of interfaces and interaction techniques (VR, AR, mobile apps, 3D), to generate alternatives to the systems that are traditionally used (web, desktop applications, etc.), for the spatial management of the campus in Universidad Católica de Pereira, such as the reservation of classrooms, objects, zones, security, among others.1
本文描述了“虚拟校园”的开发和实现,这是一个原型,汇集了一组界面和交互技术(VR, AR,移动应用程序,3D),以生成替代传统使用的系统(web,桌面应用程序等),用于universsidad Católica de Pereira校园的空间管理,例如教室,对象,区域,安全等的预订
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引用次数: 0
Step Detection for Rollator Users with Smartwatches 带智能手表的滚筒用户的步长检测
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267784
Denys J. C. Matthies, Marian Haescher, Suranga Nanayakkara, G. Bieber
Smartwatches enable spatial user input, namely for the continuous tracking of physical activity and relevant health parameters. Additionally, smartwatches are experiencing greater social acceptability, even among the elderly. While step counting is an essential parameter to calculate the user's spatial activity, current detection algorithms are insufficient for calculating steps when using a rollator, which is a common walking aid for elderly people. Through a pilot study conducted with eight different wrist-worn smart devices, an overall recognition of ~10% was achieved. This is because characteristic motions utilized by step counting algorithms are poorly reflected at the user's wrist when pushing a rollator. This issue is also present among other spatial activities such as pushing a pram, a bike, and a shopping cart. This paper thus introduces an improved step counting algorithm for wrist-worn accelerometers. This new algorithm was first evaluated through a controlled study and achieved promising results with an overall recognition of ~85%. As a follow-up, a preliminary field study with randomly selected elderly people who used rollators resulted in similar detection rates of ~83%. To conclude, this research will expectantly contribute to greater step counting precision in smart wearable technology.
智能手表支持空间用户输入,即持续跟踪身体活动和相关健康参数。此外,智能手表正在经历更大的社会接受度,甚至在老年人中也是如此。步数计数是计算用户空间活动的重要参数,但目前的检测算法不足以计算使用滚动器时的步数,滚动器是老年人常用的助行工具。通过对八种不同的腕戴智能设备进行的试点研究,总体识别率达到了约10%。这是因为步长计数算法利用的特征运动在推滚动器时在用户手腕上的反映很差。这个问题也存在于其他空间活动中,比如推婴儿车、骑自行车和购物车。因此,本文介绍了一种改进的腕带加速度计步长计数算法。该算法首先通过对照研究进行了评估,取得了令人满意的结果,总体识别率约为85%。作为随访,对随机选择的使用滚筒的老年人进行了初步的实地研究,结果发现相似的检出率约为83%。综上所述,本研究将有助于提高智能可穿戴技术的步数精度。
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引用次数: 16
MagicPAPER: An Integrated Shadow-Art Hardware Device Enabling Touch Interaction on Kraft paper MagicPAPER:一个集成的影子艺术硬件设备,可以在牛皮纸上进行触摸交互
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274689
Sirui Wang, Jiayuan Wang, Qin Wu
As the most common writing material in our daily life, paper is an important carrier of traditional painting, and it also has a more comfortable physical touch than electronic screens. In this study, we designed a shadow-art device for human--computer interaction called MagicPAPER, which is based on physical touch detection, gesture recognition, and reality projection. MagicPAPER consists of a pen, kraft paper, and several detection devices, such as AirBar, Kinect, LeapMotion, and WebCam. To make our MagicPAPER more interesting, we developed thirteen applications that allow users to experience and explore creative interactions on a desktop with a pen and a piece of paper.
纸作为我们日常生活中最常见的书写材料,是传统绘画的重要载体,它也比电子屏幕具有更舒适的物理触感。在这项研究中,我们设计了一个基于物理触摸检测、手势识别和现实投影的人机交互阴影艺术设备MagicPAPER。MagicPAPER由一支笔、牛皮纸和几个检测设备组成,如AirBar、Kinect、LeapMotion和WebCam。为了让我们的MagicPAPER更有趣,我们开发了13个应用程序,让用户在桌面上用一支笔和一张纸体验和探索创造性的互动。
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引用次数: 0
Look to Go: An Empirical Evaluation of Eye-Based Travel in Virtual Reality Look to Go:虚拟现实中基于眼睛的旅行的实证评估
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267798
Y. Qian, Robert J. Teather
We present two experiments evaluating the effectiveness of the eye as a controller for travel in virtual reality (VR). We used the FOVE head-mounted display (HMD), which includes an eye tracker. The first experiment compared seven different travel techniques to control movement direction while flying through target rings. The second experiment involved travel on a terrain: moving to waypoints while avoiding obstacles with three travel techniques. Results of the first experiment indicate that performance of the eye tracker with head-tracking was close to head motion alone, and better than eye-tracking alone. The second experiment revealed that completion times of all three techniques were very close. Overall, eye-based travel suffered from calibration issues and yielded much higher cybersickness than head-based approaches.
我们提出了两个实验来评估眼睛作为虚拟现实(VR)旅行控制器的有效性。我们使用了FOVE头戴式显示器(HMD),其中包括一个眼动仪。第一个实验比较了七种不同的飞行技术来控制飞行方向,同时通过目标环。第二个实验涉及在一个地形上移动:移动到航路点,同时用三种移动技术避开障碍物。第一个实验的结果表明,眼动仪配合头动仪的性能接近单独的头部运动,且优于单独的眼动仪。第二个实验表明,这三种技术的完成时间非常接近。总体而言,基于眼睛的旅行存在校准问题,并且比基于头部的旅行产生更高的晕动症。
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引用次数: 10
期刊
Proceedings of the 2018 ACM Symposium on Spatial User Interaction
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