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

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Enhancement of Motion Sensation by Pulling Clothes 通过拉衣服增强运动感
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985749
Erika Oishi, Masahiro Koge, Sugarragchaa Khurelbaatar, H. Kajimoto
Stimulation of the vestibular and somatosensory systems has been proposed as a way to enhance motion sensation in combination with visual movement. However, such systems may be large with limited presentation areas. Here, we propose a method of enhancing motion sensation by pulling clothing. Our system uses DC motors and force sensors to present traction force and cause skin deformation. We investigated whether users perceived the presented sensation as acceleration, or another physical quantity, and found that they matched it with velocity. We also conducted a user study to see whether immersion of gaming contents could be improved by our clothes-pulling system.
前庭和体感系统的刺激被认为是一种结合视觉运动来增强运动感觉的方法。然而,这样的系统可能很大,显示区域有限。在这里,我们提出了一种通过拉衣服来增强运动感觉的方法。我们的系统使用直流电机和力传感器来提供牵引力并引起皮肤变形。我们调查了用户是否认为呈现的感觉是加速度,还是另一个物理量,并发现他们将其与速度相匹配。我们还进行了一项用户研究,看看我们的“扯衣服”系统是否能提高游戏内容的沉浸感。
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引用次数: 5
Session details: Input Device & Usability 会话细节:输入设备和可用性
Pub Date : 2016-10-15 DOI: 10.1145/3248576
W. Stuerzlinger
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引用次数: 0
Combining Ring Input with Hand Tracking for Precise, Natural Interaction with Spatial Analytic Interfaces 结合环输入与手跟踪精确,自然交互与空间分析界面
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985757
Barrett Ens, A. Byagowi, Teng Han, Juan David Hincapié-Ramos, Pourang Irani
Current wearable interfaces are designed to support short-duration tasks known as micro-interactions. To support productive interfaces for everyday analytic tasks, designers can leverage natural input methods such as direct manipulation and pointing. Such natural methods are now available in virtual, mobile environments thanks to miniature depth cameras mounted on head-worn displays (HWDs). However, these techniques have drawbacks, such as fatigue and limited precision. To overcome these limitations, we explore combined input: hand tracking data from a head-mounted depth camera, and input from a small ring device. We demonstrate how a variety of input techniques can be implemented using this novel combination of devices. We harness these techniques for use with Spatial Analytic Interfaces: multi-application, spatial UIs for in-situ, analytic taskwork on wearable devices. This research demonstrates how combined input from multiple wearable devices holds promise for supporting high-precision, low-fatigue interaction techniques, to support Spatial Analytic Interfaces on HWDs.
目前的可穿戴界面被设计为支持被称为微交互的短时间任务。为了支持日常分析任务的生产性界面,设计师可以利用自然输入方法,如直接操作和指向。由于安装在头戴式显示器(hwd)上的微型深度相机,这种自然的方法现在可以在虚拟的移动环境中使用。然而,这些技术有缺点,如疲劳和精度有限。为了克服这些限制,我们探索了组合输入:来自头戴式深度相机的手部跟踪数据,以及来自小型环形设备的输入。我们演示了如何使用这种新颖的设备组合实现各种输入技术。我们利用这些技术与空间分析接口一起使用:可穿戴设备上用于原位分析任务的多应用空间ui。该研究展示了来自多个可穿戴设备的组合输入如何有望支持高精度、低疲劳的交互技术,以支持hwd上的空间分析接口。
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引用次数: 47
Impact of Motorized Projection Guidance on Spatial Memory 机动投影引导对空间记忆的影响
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985751
Hind Gacem, G. Bailly, James R. Eagan, É. Lecolinet
Various guidance techniques have been proposed to help users to quickly and effectively locate objects in large and dense environments such as supermarkets, libraries, or control rooms. Little research, however, has focused on their impact on learning. These techniques generally transfer control from the user to the system, making the user more passive and reducing kinesthetic feedback. In this paper, we present an experiment that evaluates the impact of projection-based guidance techniques on spatial memorization. We investigate the roles of user (handheld) vs. system control (robotic arm) guidance and of kinesthetic feedback on memorization. Results show (1) higher recall rates with system-controlled guidance, (2) no significant influence of kinesthetic feedback on recall under system control, and (3) the visibility and noticeability of objects impact memorization.
为了帮助用户在大型和密集的环境(如超市、图书馆或控制室)中快速有效地定位物体,已经提出了各种引导技术。然而,很少有研究关注它们对学习的影响。这些技术通常将控制权从用户转移到系统,使用户更加被动,减少了动觉反馈。在本文中,我们提出了一个实验来评估基于投影的制导技术对空间记忆的影响。我们研究了用户(手持)与系统控制(机械臂)指导的作用,以及记忆的动觉反馈。结果表明:(1)系统控制引导下的回忆率更高;(2)系统控制下的运动反馈对回忆的影响不显著;(3)物体的可见性和可注意性影响记忆。
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引用次数: 3
Session details: Keynote Address 会议详情:主题演讲
Pub Date : 2016-10-15 DOI: 10.1145/3248571
C. Sandor
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引用次数: 0
Spatial User Interaction Panel 空间用户交互面板
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2996295
Hrvoje Benko, Katsuhiro Harada, Otmar Hilliges, A. Olwal, Aitor Rovira
In this panel, we will focus the discussion on the present and future of spatial user interfaces. The discussion will include both the technologies and their applications. We want to explore the current limitations, possible future solutions and how other fields such as artificial intelligence, body implants, or robotic-enhanced interactions will contribute to these interactions. New applications will also bring new possibilities, but they might also raise controversy, leading to a discussion about where the ethical limits are.
在这个小组中,我们将重点讨论空间用户界面的现在和未来。讨论将包括技术及其应用。我们想要探索当前的局限性,未来可能的解决方案,以及其他领域,如人工智能,身体植入物或机器人增强的交互将如何促进这些交互。新的应用也将带来新的可能性,但它们也可能引发争议,引发关于道德界限在哪里的讨论。
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引用次数: 0
Session details: Applications & Technology 会议详情:应用与技术
Pub Date : 2016-10-15 DOI: 10.1145/3248575
D. Iwai
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引用次数: 0
Session details: Touch and Movement 会话细节:触摸和运动
Pub Date : 2016-10-15 DOI: 10.1145/3248573
E. Kruijff
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引用次数: 0
Multimodal Embodied Interface for Levitation and Navigation in 3D Space 三维空间中悬浮与导航的多模态体现界面
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989207
Monica Perusquía-Hernández, T. Martins, Takahisa Enomoto, M. Otsuki, Hiroo Iwata, Kenji Suzuki
A multimodal embodied interface for 3D navigation was designed as a modular wearable. The user is suspended with a harness controlled by a mechanical Motion Base. This allows both physical and virtual displacement within an immersive virtual environment. Through a combination of passive and active modalities, users are enabled to fly at their own will.
设计了一种模块化可穿戴的多模态三维导航体现界面。使用者被一个由机械运动基座控制的线束悬浮。这允许在沉浸式虚拟环境中进行物理和虚拟位移。通过被动和主动模式的结合,用户可以按照自己的意愿飞行。
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引用次数: 2
Effect of using Walk-In-Place Interface for Panoramic Video Play in VR 在VR中使用原地行走界面进行全景视频播放的效果
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989197
A. Muhammad, S. Ahn, Jae-In Hwang
This paper describes the use of walk-in-place (WIP) interface to control the speed of 360-degree panoramic virtual reality (VR) video on a head-mounted display and through a pilot user study, the effect of using this interface with respect to the amount of simulator sickness and presence in the environment felt by the user is evaluated. The results are compared with traditional 360-degree VR video experience.
本文描述了使用原地行走(WIP)界面来控制头戴式显示器上360度全景虚拟现实(VR)视频的速度,并通过试点用户研究,评估了使用该界面对用户在环境中感受到的模拟器疾病和存在感的影响。结果与传统的360度VR视频体验进行了比较。
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引用次数: 3
期刊
Proceedings of the 2016 Symposium on Spatial User Interaction
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