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CleanLeaf Table: Preventing the Spread of COVID-19 through Smart Surfaces 清洁叶子表:通过智能表面防止COVID-19的传播
Ashley Colley, Willehardt Gröhn, Jonna Häkkilä
One mechanism for the spread of the COVID-19 virus is through contaminated surfaces, e.g. tables in cafes, trains or public libraries. This mechanism may be prevented by cleaning the table surface between each use. In practice, this can be optimized by directing arriving users to clean tables and highlighting to staff which surfaces require cleaning. One approach to achieve this is through making the table surface itself smart and indicate its clean or dirty status. In the CleanLeaf table we demonstrate two approaches to integrating indication in a table surface, LEDs under a thin wood veneer and electrochromic displays. Rather than explicit light emitting display based signage, the design demonstrates calm computing with the display forming an integral part of the surface design.
COVID-19病毒传播的一种机制是通过受污染的表面,例如咖啡馆、火车或公共图书馆的桌子。可以通过每次使用之间清洁表表面来防止这种机制。实际上,这可以通过引导到达的用户清洁桌子并向工作人员强调需要清洁的表面来优化。实现这一目标的一种方法是使表表面本身变得智能,并指示其干净或脏的状态。在CleanLeaf桌子中,我们展示了两种在桌子表面集成指示的方法,薄木饰面下的led和电致变色显示器。该设计不是基于明确的发光显示的标牌,而是展示了平静的计算,显示形成了表面设计的一个组成部分。
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引用次数: 0
XR4ISL: Enabling Psychology Experiments in Extended Reality for Studying the Phenomenon of Implicit Social Learning 内隐社会学习现象研究的扩展现实赋能心理学实验
Cristian Pamparău, Radu-Daniel Vatavu, Andrei R. Costea, Răzvan Jurchis, A. Opre
We present XR4ISL, an XR system designed to support psychology experiments examining Implicit Social Learning, a fundamental phenomenon that guides human behavior, cognition, and emotion. We discuss XR4ISL with reference to MR4ISL, a previous system designed for Mixed Reality only, and reflect on differences between Mixed and Virtual Reality for psychology experiments.
我们提出XR4ISL,一个XR系统,旨在支持研究内隐社会学习的心理学实验,内隐社会学习是指导人类行为、认知和情感的基本现象。我们在参考MR4ISL系统的基础上讨论了XR4ISL, MR4ISL是一个专门为混合现实设计的系统,并反思了混合现实和虚拟现实在心理学实验中的区别。
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引用次数: 0
Affective Umbrella – Towards a Novel Sensor Integrated Multimedia Platform Using Electrodermal and Heart Activity in an Umbrella Handle 情感性雨伞——在伞柄中使用皮肤电和心脏活动的新型传感器集成多媒体平台
Kanyu Chen, Jiawen Han, G. Chernyshov, Christopher Changmok Kim, Ismael Rasa, K. Kunze
We present our first steps towards an umbrella-based novel multimedia platform using physiological data as an integrated feedback loop. In this paper, we demonstrate the viability of using an umbrella handle as a form factor to measure electrodermal activity(EDA) and heart rate(HR) in real-time. We compared the performance of the device with that of a more conventional finger sensor placement. Although the finger sensor placement is more widespread and considered to be more reliable, yet we are able to derive meaningful data from the umbrella handle in both stationary and dynamic contexts in the presented feasibility study.
我们展示了我们迈向基于伞的新型多媒体平台的第一步,该平台使用生理数据作为集成反馈回路。在本文中,我们证明了使用伞柄作为形状因子来实时测量皮肤电活动(EDA)和心率(HR)的可行性。我们将该设备的性能与传统手指传感器的性能进行了比较。虽然手指传感器的位置更广泛,被认为更可靠,但我们能够在提出的可行性研究中从静止和动态背景下的伞柄中获得有意义的数据。
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引用次数: 1
Studying Natural User Interfaces for Smart Video Annotation towards Ubiquitous Environments 面向泛在环境的智能视频标注自然用户界面研究
R. Rodrigues, R. Madeira, Nuno Correia
Creativity and inspiration for problem-solving are critical skills in a group-based learning environment. Communication procedures have seen continuous adjustments over the years, with increased multimedia elements usage like videos to provide superior audience impact. Annotations are a valuable approach for remembering, reflecting, reasoning, and sharing thoughts on the learning process. However, it is hard to control playback flow and add potential notes during video presentations, such as in a classroom context. Teachers often need to move around the classroom to interact with the students, which leads to situations where they are physically far from the computer. Therefore, we developed a multimodal web video annotation tool that combines a voice interaction module with manual annotation capabilities for more intelligent natural interactions towards ubiquitous environments. We observed current video annotation practices and created a new set of principles to guide our research work. Natural language enables users to express their intended actions while interacting with the web video player for annotation purposes. We have developed a customized set of natural language expressions that map the user speech to specific software operations through studying and integrating new artificial intelligence techniques. Finally, the paper presents positive results gathered from a user study conducted to evaluate our solution.
在以小组为基础的学习环境中,解决问题的创造力和灵感是关键技能。多年来,通信程序不断调整,增加了视频等多媒体元素的使用,以提供更好的受众影响。注释对于记忆、反思、推理和分享学习过程中的想法是一种很有价值的方法。然而,在视频演示过程中(例如在教室环境中),很难控制播放流并添加潜在的注释。教师经常需要在教室里走动,与学生互动,这导致了他们离电脑很远的情况。因此,我们开发了一种多模态网络视频注释工具,该工具将语音交互模块与手动注释功能相结合,可以在无处不在的环境中进行更智能的自然交互。我们观察了当前的视频注释实践,并创建了一套新的原则来指导我们的研究工作。自然语言使用户能够在与网络视频播放器交互时表达他们的预期动作,以实现注释目的。我们开发了一套定制的自然语言表达式,通过研究和集成新的人工智能技术,将用户的语音映射到特定的软件操作。最后,本文给出了从用户研究中收集到的积极结果,以评估我们的解决方案。
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引用次数: 2
Exploring Collective Physiology Sharing as Social Cues to Support Engagement in Online Learning 探索集体生理分享作为支持在线学习参与的社会线索
Jiawen Han, Chi-Lan Yang, G. Chernyshov, Zhuoqi Fu, Reiya Horii, Takuji Narumi, K. Kunze
Insufficient social cues between distributed learners in online learning could result in lack of engagement and social bonds. With the development of wearable sensing, sharing physiological data can be used to enhance mutual understanding and connectedness among sharers. Our work aims to explore the potential of sharing heart rate (HR) and heart rate variability (HRV) collected from distributed learners to enhance their online learning experiences. We implemented a physiological streaming system and conducted a field study with 11 learners in online classes. This paper describes the study and discusses our interview findings by contrasting the influence of visualized collective physiological data from viewpoints of data contributors and viewers. Our exploratory results suggest streaming collective HR and HRV from multiple distributed learners could be used in online classes to improve engagement and sense of community.
在网络学习中,分布式学习者之间的社交线索不足可能导致缺乏参与和社会联系。随着可穿戴传感技术的发展,共享生理数据可以增强共享者之间的相互理解和联系。我们的工作旨在探索共享从分布式学习者收集的心率(HR)和心率变异性(HRV)的潜力,以增强他们的在线学习体验。我们实施了一个生理流系统,并对11名在线课程的学习者进行了实地研究。本文描述了这项研究,并从数据贡献者和观众的角度对比了可视化的集体生理数据的影响,讨论了我们的访谈结果。我们的探索性结果表明,来自多个分布式学习者的流媒体集体HR和HRV可以用于在线课程,以提高参与度和社区意识。
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引用次数: 0
The Design of a Smartphone VR Viewer Inspired by 19th Century Stereoscopes 受19世纪立体镜启发的智能手机VR观看器的设计
Daniel Taipina, Jorge C. S. Cardoso
Stereoscopic photography was one of the main forms of visual communication in the second half of the 19th century, leaving even today an important impact on our visual culture. In this work, we have re-imagined the classical stereoscope in order to take advantage of smartphone-VR technological capabilities, while still maintaining a viewing experience close to the original. This pictorial describes the design process, functionality, and evaluation of the Spectare device for experiencing stereoscopic photographs. Spectare has been used for experiencing Cultural Heritage content related to the virtual reconstruction of the Monastery of Santa Cruz, Coimbra, Portugal, as it was in 1834.
立体摄影是19世纪下半叶视觉传达的主要形式之一,即使在今天也对我们的视觉文化产生了重要影响。在这项工作中,我们重新想象了经典的立体镜,以利用智能手机- vr技术能力,同时仍然保持接近原作的观看体验。这幅图片描述了用于体验立体照片的spectrare设备的设计过程、功能和评估。spectrare被用来体验与1834年葡萄牙科英布拉的圣克鲁斯修道院的虚拟重建相关的文化遗产内容。
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引用次数: 0
Conversational User Interfaces to support Astronauts in Extraterrestrial Habitats 会话用户界面,以支持宇航员在外星栖息地
Ana Rita Castro Freitas, Alexander Schülke, Simon Glaser, Pitt Michelmann, Thanh Nguyen Chi, Lisa Marie Schröder, Z. Fadavi, Gaurav Talekar, Jette Ternieten, Akash Trivedi, Jana Wahls, Warda Masood, C. Heinicke, Johannes Schöning
Long-term space missions are challenging and demanding for astronauts. Confined spaces and long-duration sensory deprivation may cause psychological problems for the astronauts. In this paper, we envision how extraterrestrial habitats (e.g., a habitat on the Moon or Mars) can maintain the well-being of the crews by augmenting the astronauts. In particular, we report on the design, implementation, and evaluation of conversational user interfaces (CUIs) for extraterrestrial habitats. The goal of such CUIs is to support scientists during their daily and scientific routines on their missions within the extraterrestrial habitat and provide emotional support. During a week-long so-called analog mission with four scientists using a Wizard of Oz prototype, we derived design guidelines for such CUIs. Successively, based on the derived guidelines, we present the implementation and evaluation of two CUIs named CASSIOPEIA and PEGASUS.
长期太空任务对宇航员来说是具有挑战性和高要求的。密闭空间和长时间的感觉剥夺可能会给宇航员带来心理问题。在本文中,我们设想了地外栖息地(例如,月球或火星上的栖息地)如何通过增加宇航员来维持机组人员的福祉。特别是,我们报告的设计,实现和评估会话用户界面(gui)的外星栖息地。这种gui的目标是支持科学家在他们的日常和科学例行任务中在地外栖息地,并提供情感支持。在与四位科学家一起使用《绿野仙踪》原型进行的为期一周的模拟任务中,我们得出了此类ui的设计准则。在此基础上,提出了CASSIOPEIA和PEGASUS两个gui的实现和评价方法。
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引用次数: 2
AR in TV: Design and Evaluation of Mid-Air Gestures for Moderators to Control Augmented Reality Applications in TV 电视中的AR:用于控制电视中增强现实应用的主持人的空中手势的设计和评估
Niloofar Samimi, Simon von der Au, Florian Weidner, W. Broll
Recent developments in augmented reality for TV productions encouraged broadcasters to enhance interaction with virtual content for moderators. However, traditional interaction methods are considered distracting and not intuitive. To overcome these issues, we performed a gesture elicitation study with a follow-up evaluation. For this, we considered TV moderators as primary users of the gestures as well as viewers as recipients. The elicited gesture set consists of five gestures for two types of camera shots (long shot and close shot). Findings of the evaluation study indicate that the derived set of gestures requires low physical and concentration effort from moderators. Also, both moderators and viewers found them appropriate to be used in TV with respect to understandability, distraction, likeability, and appropriateness. Using these gestures would allow moderators to control AR content in TV and tell stories in a modern and more expressive way.
电视制作的增强现实技术的最新发展鼓励广播公司加强与主持人虚拟内容的互动。然而,传统的交互方法被认为是分散注意力和不直观的。为了克服这些问题,我们进行了手势启发研究并进行了后续评估。为此,我们将电视主持人视为手势的主要使用者,将观众视为接受者。引出的手势集由两种类型的镜头(长镜头和近镜头)的五个手势组成。评估研究的结果表明,衍生的手势对调节者的体力和注意力要求很低。此外,主持人和观众都认为,在可理解性、分散注意力、受欢迎程度和适当性方面,在电视中使用它们是合适的。使用这些手势将允许主持人控制电视中的AR内容,并以一种现代且更具表现力的方式讲述故事。
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引用次数: 3
ThermoQuest - A Wearable Head Mounted Display to Augment Realities with Thermal Feedback ThermoQuest -一个可穿戴的头戴式显示器,增强现实与热反馈
Kirill Ragozin, Xiaru Meng, R. Peiris, Katrin Wolf, G. Chernyshov, K. Kunze
We present ThermoQuest, a self-contained wearable head-mounted display system for enhancing Virtual Reality experiences with temperature feedback. It’s constructed with commodity hardware elements, featuring 6 Peltier elements on the rim of the headset touching the users face. We explain the design and implementation of an affordable wearable thermal VR prototype build with commodity hardware. In a user study with 15 participants, we show evidence for a significant difference in reported presence in VR between thermal VR and control conditions (p > 0.017) in a counterbalanced experimental setup. We end with a discussion and use cases of the presented VR prototype and similar systems.
我们介绍了ThermoQuest,一个独立的可穿戴头戴式显示系统,用于通过温度反馈增强虚拟现实体验。它是由商品硬件元素构成的,在耳机的边缘有6个Peltier元素触摸用户的脸。我们解释了一个价格合理的可穿戴热VR原型的设计和实现。在一项有15名参与者的用户研究中,我们展示了在平衡实验设置中,热VR和控制条件(p > 0.017)之间报告的VR存在显著差异的证据。最后,我们讨论了虚拟现实原型和类似系统的使用案例。
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引用次数: 1
User-Elicited Gestural Interaction With Future In-Car Holographic 3D Displays 未来车内全息3D显示器的手势交互
M. Kazhura
Holographic 3D displays (H3D) have the potential to expand the interaction space for in-car infotainment systems by providing a larger depth range than other state of the art 3D display technologies. This work explored how non-expert users would interact with non-driving related tasks tailored to H3D visualization. In a gesture-elicitation study, N = 20 participants proposed mid-air gestures for a set of 33 tasks (referents) displayed either within or outside of participants’ reach. In a follow-up reverse-matching study with N = 21 participants, the resulting set of most mentioned gestures was refined. The final gesture set shows that techniques elicited for other 3D technologies are applicable to interaction with future in-car H3D displays.
全息3D显示器(H3D)通过提供比其他先进3D显示技术更大的深度范围,有可能扩大车内信息娱乐系统的交互空间。这项工作探讨了非专业用户如何与针对H3D可视化定制的非驾驶相关任务进行交互。在一项手势启发研究中,N = 20名参与者为33项任务(指涉物)提出了空中手势,这些任务要么在参与者的能力范围内,要么在参与者的能力范围外。在随后的一项有21名参与者的反向匹配研究中,被提及最多的手势得到了改进。最终的手势集表明,为其他3D技术所引出的技术适用于与未来车载H3D显示器的交互。
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引用次数: 0
期刊
Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia
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