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Proceedings of the 2016 Symposium on Spatial User Interaction最新文献

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MocaBit 2.0: A Gamified System to Examine Behavioral Patterns through Granger Causality MocaBit 2.0:通过格兰杰因果关系检验行为模式的游戏化系统
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989199
S. Yoo, Sudarshan Seshasayee
In this paper, we approach the study to shed light on the relationship between multi user's movement and influence through vision-based technology, gamification, and Granger Causality (GC). This research utilizes GC test in a gamified mo-cap system, named MocaBit, in order to figure out whether player's personal movement and influence affect each other with specific time-lag. As a result, it turned out that user's velocity and curvature have statistically affected other user's actions.
在本文中,我们通过基于视觉的技术、游戏化和格兰杰因果关系(GC)来探讨多用户的运动与影响之间的关系。本研究在游戏化的MocaBit动作捕捉系统中使用GC测试,以了解玩家的个人移动和影响是否在特定的时间滞后下相互影响。结果表明,用户的速度和曲率在统计上影响了其他用户的行为。
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引用次数: 0
A Metric for Short-Term Hand Comfort and Discomfort: Exploring Hand Posture Evaluation 短期手部舒适和不适的度量:探索手部姿势评估
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985752
Jonas Mayer, Nicholas Katzakis
We propose a metric for quick short-term comfort and discomfort evaluation of non-resting hand postures. The metric is further improved using data from user studies. Comparing subjective user ratings with the metric indicates the metric to be a fitting model for perceived comfort and discomfort. Our results also indicate that there is an effect of hand comfort and discomfort on precision and performance in a 3D target pointing task.
我们提出了一个度量快速短期舒适和不适评估非休息的手的姿势。使用来自用户研究的数据进一步改进了度量标准。将主观用户评分与度量进行比较,表明度量是感知舒适和不适的合适模型。我们的研究结果还表明,手的舒适度和不适程度对三维目标指向任务的精度和性能有影响。
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引用次数: 2
Grasp, Grab or Pinch? Identifying User Preference for In-Air Gestural Manipulation 抓,抓还是捏?识别用户对空中手势操作的偏好
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989209
Alvin Jude, G. M. Poor, Darren Guinness
In-air gestural interactions can be used in desktop or other similar systems to perform cursor-based movements typically done with a mouse. One form of interaction that is required here is that of gestural manipulation, such as the ability to select a target and then move or rotate it, or any other forms of manipulation. In this paper, we implemented and evaluated 3 different gestures for users to manipulate objects on a screen, which we referred to as "grasp," "grab" and "pinch." We performed a usability study, which showed a strong preference for the "grasp" gesture.
在桌面或其他类似的系统中,可以使用空中手势交互来执行通常由鼠标完成的基于光标的移动。这里需要的一种交互形式是手势操作,比如选择一个目标,然后移动或旋转它,或者任何其他形式的操作。在本文中,我们实现并评估了用户在屏幕上操作对象的3种不同手势,我们将其称为“抓取”、“抓取”和“捏”。我们进行了一项可用性研究,结果显示用户对“抓取”手势有强烈的偏好。
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引用次数: 9
Exploring Immersive Interfaces for Well Placement Optimization in Reservoir Models 探索油藏模型中优化井位的沉浸式界面
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985762
R. Mota, S. Cartwright, E. Sharlin, H. Hamdi, M. Sousa, Zhangxin Chen
As the oil and gas industry's ultimate goal is to uncover efficient and economic ways to produce oil and gas, well optimization studies are crucially important for reservoir engineers. Although this task has a major impact on reservoir productivity, it has been challenging for reservoir engineers to perform since it involves time-consuming flow simulations to search a large solution space for an optimal well plan. Our work aims to provide engineers a) an analytical method to perform static connectivity analysis as a proxy for flow simulation, b) an application to support well optimization using our method and c) an immersive experience that benefits engineers and supports their needs and preferences when performing the design and assessment of well trajectories. For the latter purpose, we explore our tool with three immersive environments: a CAVE with a tracked gamepad; a HMD with a tracked gamepad; and a HMD with a Leap Motion controller. This paper describes our application and its techniques in each of the different immersive environments. This paper also describes our findings from an exploratory evaluation conducted with six reservoir engineers, which provided insight into our application, and allowed us to discuss the potential benefits of immersion for the oil and gas domain.
由于油气行业的最终目标是发现高效、经济的油气开采方式,因此井优化研究对油藏工程师来说至关重要。尽管这项任务对油藏产能有重大影响,但由于需要耗时的流体模拟来寻找一个大的解决方案空间,因此对油藏工程师来说是一个挑战。我们的工作旨在为工程师提供a)一种分析方法来执行静态连通性分析,作为流体模拟的代理;b)一种应用程序来支持使用我们的方法进行井优化;c)一种沉浸式体验,使工程师在进行井眼轨迹设计和评估时受益,并支持他们的需求和偏好。对于后一种目的,我们使用三种沉浸式环境来探索我们的工具:带有跟踪手柄的CAVE;带有追踪手柄的头戴式显示器;以及带有Leap Motion控制器的头戴式显示器。本文描述了我们在不同沉浸式环境中的应用及其技术。本文还描述了我们与六名油藏工程师进行的探索性评估的结果,这些结果为我们的应用提供了见解,并使我们能够讨论浸入式技术在油气领域的潜在优势。
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引用次数: 9
Window-Shaping: 3D Design Ideation in Mixed Reality 窗形:混合现实中的3D设计构思
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989189
Ke Huo, Vinayak, K. Ramani
We present, Window-Shaping, a mobile, markerless, mixed-reality (MR) interface for creative design ideation that allows for the direct creation of 3D shapes on and around physical objects. Using the sketch-and-inflate scheme, we present a design workflow where users can create dimensionally consistent and visually coherent 3D models by borrowing visual and dimensional attributes from existing physical objects.
我们提出,Window-Shaping,一个移动的,无标记的,混合现实(MR)界面,用于创造性的设计理念,允许在物理对象上和周围直接创建3D形状。使用草图和膨胀方案,我们提出了一个设计工作流,用户可以通过借鉴现有物理对象的视觉和维度属性来创建尺寸一致和视觉连贯的3D模型。
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引用次数: 6
Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks 眨眼过程中虚拟现实的阈下重新定向和重新定位
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989204
E. Langbehn, G. Bruder, Frank Steinicke
Locomotion in Immersive Virtual Environments (IVEs) is one of the most basic interactions, while human walking is the most natural user-interface for this. Obviously, this technique is limited by the available physical space. Redirected Walking (RDW) wants to overcome this issue by subliminal redirection of the user inside the physical space. Traditional RDW algorithms need a circle with a radius of 22m to allow the user the exploration of an infinite virtual world. Because this is still too large to fit in a room-scale setup, we have to optimize detection thresholds and algorithms. Bolte et al. already examined reorientation and repositioning during saccades and showed that a subtle manipulation is possible. In this poster we describe how we investigated reorientation and repositioning of the user in the virtual world during eye blinks. Furthermore, we present an experimental setup for evaluating detection thresholds of reorientation and repositioning during eye blinks. And we indicate first impressions of the perception and the usability.
沉浸式虚拟环境(IVEs)中的运动是最基本的交互之一,而人类行走是最自然的用户界面。显然,这种技术受到可用物理空间的限制。重定向行走(RDW)希望通过在物理空间内对用户进行潜意识重定向来克服这个问题。传统的RDW算法需要一个半径为22m的圆,才能让用户探索无限的虚拟世界。因为这仍然太大,无法适应房间规模的设置,我们必须优化检测阈值和算法。Bolte等人已经研究了扫视过程中的重新定向和重新定位,并表明可能存在微妙的操纵。在这张海报中,我们描述了我们如何调查用户在虚拟世界中眨眼时的重新定向和重新定位。此外,我们提出了一种评估眨眼过程中重新定向和重新定位检测阈值的实验设置。我们指出了感知和可用性的第一印象。
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引用次数: 21
A Non-grounded and Encountered-type Haptic Display Using a Drone 一种使用无人机的非接地和遭遇式触觉显示器
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985746
Kotaro Yamaguchi, G. Kato, Yoshihiro Kuroda, K. Kiyokawa, H. Takemura
Encountered-type haptic displays recreate realistic haptic sensations by producing physical surfaces on demand for a user to explore directly with his or her bare hands. However, conventional encountered-type devices are fixated in the environment thus the working volume is limited. To address the limitation, we investigate the potential of an unmanned aerial vehicle (drone) as a flying motion base for a non-grounded encountered-type haptic device. As a lightweight end-effector, we use a piece of paper hung from the drone to represent the reaction force. Though the paper is limp, the shape of paper is held stable by the strong airflow induced by the drone itself. We conduct two experiments to evaluate the prototype system. First experiment evaluates the reaction force presentation by measuring the contact pressure between the user and the end-effector. Second experiment evaluates the usefulness of the system through a user study in which participants were asked to draw a straight line on a virtual wall represented by the device.
偶遇型触觉显示器通过根据用户的需求产生物理表面来重现真实的触觉,用户可以直接用他或她的双手进行探索。然而,传统的遭遇式装置固定在环境中,工作体积有限。为了解决这一限制,我们研究了无人驾驶飞行器(无人机)作为非接地遭遇型触觉设备的飞行运动基地的潜力。作为一个轻量级的末端执行器,我们用挂在无人机上的一张纸来代表反作用力。虽然纸很软,但无人机本身产生的强大气流使纸的形状保持稳定。我们进行了两个实验来评估原型系统。第一个实验通过测量使用者和末端执行器之间的接触压力来评估反作用力的表现。第二个实验通过用户研究来评估系统的实用性,参与者被要求在由设备代表的虚拟墙上画一条直线。
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引用次数: 48
Katsukazan: An Intuitive iOS App for Informing People About Volcanic Activity in Japan Katsukazan:一款直观的iOS应用程序,可以告诉人们日本的火山活动
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989191
Paul Haimes, Tetsuaki Baba
Events in recent years have drawn attention to disaster risks related to volcanic activity in Japan. People having easy access to information regarding Japan's active volcanoes is of great importance - particularly as early work in our research indicated that visitors to Japan are unaware of these risks. Both disaster literature and interaction design theory emphasise considering the needs of users as part of the design process. Therefore, we are involving users at each step of the design process as we create an iOS application that allows people to explore and contextualise this information in a simple yet meaningful way.
近年来的事件引起了人们对日本火山活动相关灾害风险的关注。人们能够方便地获得有关日本活火山的信息是非常重要的——特别是我们早期的研究表明,到日本的游客并不知道这些风险。灾难文献和交互设计理论都强调将用户需求作为设计过程的一部分。因此,我们在设计过程的每一步都让用户参与进来,因为我们创建了一个iOS应用程序,允许人们以一种简单而有意义的方式探索和理解这些信息。
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引用次数: 1
Acquario: A Tangible Spatially-Aware Tool for Information Interaction and Visualization Acquario:一个用于信息交互和可视化的有形空间感知工具
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989208
Sydney Pratte, T. Seyed, F. Maurer
Acquario is an interactive, spatially aware personal cubic display that can be used as an interaction tool for visualizations. Acquario uses the Pepper's ghost effect to transform a web-based visualization into a "holographic" visualization that can be interacted with using gestures, proximity or custom laser printed tangible objects with embedded NFC tags. The aim of Acquario is to enable proximity, tangible and gestural interactions for designers for keyboard and mouse based interactions, allowing users an innovative and "hands on" means.
Acquario是一个交互式的、空间感知的个人立方体显示器,可以用作可视化的交互工具。Acquario使用Pepper的幽灵效应将基于网络的可视化转换为“全息”可视化,可以通过手势、接近或定制的激光打印嵌入NFC标签的有形物体进行交互。Acquario的目标是为键盘和鼠标交互的设计师提供接近的、有形的和手势的交互,让用户有一种创新的“动手”的方式。
{"title":"Acquario: A Tangible Spatially-Aware Tool for Information Interaction and Visualization","authors":"Sydney Pratte, T. Seyed, F. Maurer","doi":"10.1145/2983310.2989208","DOIUrl":"https://doi.org/10.1145/2983310.2989208","url":null,"abstract":"Acquario is an interactive, spatially aware personal cubic display that can be used as an interaction tool for visualizations. Acquario uses the Pepper's ghost effect to transform a web-based visualization into a \"holographic\" visualization that can be interacted with using gestures, proximity or custom laser printed tangible objects with embedded NFC tags. The aim of Acquario is to enable proximity, tangible and gestural interactions for designers for keyboard and mouse based interactions, allowing users an innovative and \"hands on\" means.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116789879","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}
引用次数: 0
Thumbs-Up: 3D Spatial Thumb-Reachable Space for One-Handed Thumb Interaction on Smartphones 大拇指向上:智能手机上单手拇指交互的三维空间大拇指可达空间
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985755
Khalad Hasan, Junhyeok Kim, David Ahlström, Pourang Irani
People very often use mobile devices with one hand to free the second hand for other tasks. In such cases, the thumb of the hand holding the device is the only available input finger, making multi-touch interactions impossible. Complicating interaction further, the screen area that can be reached with the thumb while holding the device is limited, which makes distant on-screen areas inaccessible. Motivated by emerging portable object tracking technologies, we explore how spatial mid-air thumb-gestures could potentially be used in combination with on-screen touch input to facilitate one-handed interaction. From a user study we identify the 3D thumb-reachable space when holding a smartphone. We call this space "Thumbs-Up". This space extends up to 74 mm above the screen, making it possible to create interactions for the thumb of the hand holding the smartphone. We furthermore demonstrate how such Thumbs-Up techniques, when combined with on-screen interaction, can extend the input vocabulary in one-handed situations.
人们经常用一只手使用移动设备,腾出另一只手去做其他事情。在这种情况下,拿着设备的手的拇指是唯一可用的输入手指,使多点触控交互成为不可能。使交互更加复杂的是,当拿着设备时,拇指可以触摸到的屏幕区域是有限的,这使得屏幕上较远的区域无法访问。受新兴的便携式物体跟踪技术的启发,我们探索了如何将空间半空中拇指手势与屏幕触摸输入相结合,以促进单手交互。根据一项用户研究,我们确定了拿着智能手机时拇指可以触摸到的3D空间。我们称这个空间为“竖起大拇指”。这个空间在屏幕上方延伸到74毫米,使拿着智能手机的手的拇指可以进行互动。我们进一步演示了这种竖起大拇指的技术,当与屏幕上的交互相结合时,如何在单手的情况下扩展输入词汇表。
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引用次数: 17
期刊
Proceedings of the 2016 Symposium on Spatial User Interaction
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