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

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Improving Gestural Interaction With Augmented Cursors 通过增强光标改善手势交互
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985765
A. Dover, G. M. Poor, Darren Guinness, Alvin Jude
Gesture-based interaction has become more affordable and ubiquitous as an interaction style in recent years. One issue with gestural pointing is the lack of accuracy with smaller targets. In this paper we propose that the use of augmented cursors - which has been shown to improve small target acquisition with a standard mouse - also improves small target acquisition for gestural pointing. In our study we explored the use of Bubble Lens and Bubble Cursor as a means to improve acquisition of smaller targets, and compared it with interactions without them. Our study showed that both methods significantly improved target selection. As part of our study, we also identified the parameters in configuring Bubble Cursor for optimal results.
近年来,基于手势的交互作为一种交互方式变得越来越便宜和普遍。手势指向的一个问题是对于较小的目标缺乏准确性。在本文中,我们建议使用增强光标-已被证明可以改善标准鼠标的小目标获取-也可以改善手势指向的小目标获取。在我们的研究中,我们探索了使用气泡透镜和气泡光标作为提高小目标获取的手段,并将其与不使用它们的交互进行了比较。我们的研究表明,这两种方法都显著提高了目标选择。作为我们研究的一部分,我们还确定了配置Bubble Cursor以获得最佳结果的参数。
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引用次数: 6
Coexistent Space: Collaborative Interaction in Shared 3D Space 共存空间:共享三维空间中的协同交互
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989181
Ji-Yong Lee, Joung-Huem Kwon, S. Nam, Joong-Jae Lee, Bum-Jae You
It has long been a desire of human beings to coexist in the same space together with people in remote locations, and interact with them in a natural way. There have been proposed various concepts to connect the real world with the remote world in 3D space [1, 2]. In this paper, the concept of Coexistent Space for collaborative interaction in shared 3D virtual space is proposed. Coexistent Space provides not only the feeling of coexistence as the sense of being with others, but also a shared virtual workspace for collaboration. The main feature is that the users can share a virtual whiteboard for writing interaction and manipulate shared virtual objects with the bare hand touch interaction.
长期以来,人类一直渴望与远方的人在同一个空间中共存,并以一种自然的方式与他们互动。人们提出了各种概念,将现实世界与三维空间中的远程世界连接起来[1,2]。本文提出了共享三维虚拟空间中协同交互的共存空间概念。共存空间不仅提供了与他人共存的感觉,还提供了一个共享的虚拟工作空间,用于协作。其主要特点是用户可以共享一个虚拟白板进行书写交互,并通过徒手触摸交互操作共享的虚拟对象。
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引用次数: 2
Using Area Learning in Spatially-Aware Ubiquitous Environments 在空间感知的泛在环境中使用区域学习
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989198
Edwin Chan, Yuxi Wang, T. Seyed, F. Maurer
We propose a framework using Google's Area Learning to create ubiquitous environments with cross-device proxemic interactions. We apply the framework to the domain of Emergency Response, and discuss the benefits and initial feedback of our framework.
我们提出了一个使用b谷歌区域学习的框架,以创建具有跨设备邻近交互的无处不在的环境。我们将该框架应用于应急响应领域,并讨论了该框架的好处和初步反馈。
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引用次数: 0
Stickie: Mobile Device Supported Spatial Collaborations 便利贴:移动设备支持的空间协作
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989192
Jaskirat S. Randhawa
Stickie is an application that enables people to remotely perform sticky note collaborations over the Internet by utilizing two highly ubiquitous workplace devices -- smartphones & TV screens. The phone acts as an interface between the tangible and digital space. Users can leave notes from their phones onto a TV screen by placing the phone itself on any ordinary non-touchscreen display. This research constructs a novel technique for sticky note brainstorming across the Internet. It extends the interaction spatially by incorporating cues of participants' physical expressions and activities.
stickkie是一款应用程序,它使人们能够利用智能手机和电视屏幕这两种无处不在的工作设备,在互联网上远程执行便利贴协作。手机充当了有形空间和数字空间之间的接口。用户可以把手机放在任何普通的非触屏显示器上,在电视屏幕上留言。本研究构建了一种新的便利贴头脑风暴技术。它通过结合参与者的身体表情和活动的线索来扩展空间上的互动。
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引用次数: 2
Empirical Method for Detecting Pointing Gestures in Recorded Lectures 课堂录音中手势检测的经验方法
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989193
Xiaojie Zha, M. Bourguet
Pointing gestures performed by lecturers are important because they seem to indicate pedagogical significance. In this extended abstract, we describe a simple empirical method for detecting pointing gestures in recorded lectures captured using a depth sensor (Kinect). We first analyse component gestures; second, we assign them weights; finally, we set a threshold on the aggregated weight in order to decide if a pointing gesture has been performed.
讲师的指指手势很重要,因为它们似乎表明了教学意义。在这个扩展的摘要中,我们描述了一种简单的经验方法,用于检测使用深度传感器(Kinect)捕获的录制讲座中的指向手势。我们首先分析组成手势;其次,我们给它们分配权重;最后,我们在聚合权重上设置一个阈值,以确定是否执行了指向手势。
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引用次数: 0
Mushi: A Generative Art Canvas for Kinect Based Tracking Mushi:基于Kinect跟踪的生成艺术画布
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989179
Jennifer Weiler, Sudarshan Seshasayee
Using modern technology in the form of body tracking and real-time image processing software, we propound to contextualize abstract art with an experiential system. Overall, our goal was to capture something as ethereal and transitory as movement and translate it into a painterly medium.
我们利用现代技术,以身体追踪和实时图像处理软件的形式,提出将抽象艺术与体验系统进行语境化。总的来说,我们的目标是捕捉像运动一样缥缈和短暂的东西,并将其转化为绘画媒介。
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引用次数: 0
Locomotion in Virtual Reality for Individuals with Autism Spectrum Disorder 自闭症谱系障碍患者的虚拟现实运动
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985763
Evren Bozgeyikli, A. Raij, S. Katkoori, R. Dubey
Virtual reality (VR) has been used as an effective tool for training individuals with autism spectrum disorder (ASD). Recently there have been an increase in the number of applications developed for this purpose. One of the most important aspects of these applications is locomotion, which is an essential form of human computer interaction. Locomotion in VR has a direct effect on many aspects of user experience such as enjoyment, frustration, tiredness, motion sickness and presence. There have been many locomotion techniques proposed for VR. Most of them were designed and evaluated for neurotypical users. On the other hand, for individuals with ASD there isn't any study to our knowledge that focuses on locomotion techniques and their evaluation. In this study, eight locomotion techniques were implemented in an immersive virtual reality test environment. These eight VR locomotion techniques may be categorized as follows: three commonly used locomotion techniques (redirected walking, walk-in-place and joystick controller), two unexplored locomotion techniques (stepper machine and point & teleport) and three locomotion techniques that were selected and designed for individuals with ASD based on their common characteristics (flying, flapping and trackball controller). A user study was performed with 12 high functioning individuals with ASD. Results indicated that joystick and point & teleport techniques provided the most comfortable use for individuals with ASD, followed by walk in place and trackball. On the other hand, flying and hand flapping did not provide comfortable use for individuals with ASD.
虚拟现实(VR)已被用作训练自闭症谱系障碍(ASD)个体的有效工具。最近,为此目的开发的应用程序的数量有所增加。这些应用最重要的方面之一是运动,这是人机交互的基本形式。VR中的运动对用户体验的许多方面都有直接影响,比如享受、沮丧、疲劳、晕动病和存在感。有许多针对VR的运动技术被提出。其中大多数是为神经正常用户设计和评估的。另一方面,据我们所知,对于自闭症患者来说,没有任何研究关注运动技术及其评估。在本研究中,在沉浸式虚拟现实测试环境中实现了八种运动技术。这八种VR运动技术可以分类如下:三种常用的运动技术(重定向行走、原地行走和操纵杆控制器),两种未开发的运动技术(步进机和点与传送),以及三种根据ASD个体的共同特征选择和设计的运动技术(飞行、拍击和轨迹球控制器)。对12名高功能自闭症患者进行了一项用户研究。结果表明,对于ASD患者来说,操纵杆和指向&传送技术提供了最舒适的使用方式,其次是原地行走和轨迹球。另一方面,飞行和拍手并没有为自闭症患者提供舒适的使用。
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引用次数: 54
SHIFT-Sliding and DEPTH-POP for 3D Positioning SHIFT-Sliding和DEPTH-POP用于3D定位
Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985748
Junwei Sun, W. Stuerzlinger, Dmitri Shuralyov
Moving objects is an important task in 3D user interfaces. We describe two new techniques for 3D positioning, designed for a mouse, but usable with other input devices. The techniques enable rapid, yet easy-to-use positioning of objects in 3D scenes. With sliding, the object follows the cursor and moves on the surfaces of the scene. Our techniques enable precise positioning of constrained objects. Sliding assumes that by default objects stay in contact with the scene's front surfaces, are always at least partially visible, and do not interpenetrate other objects. With our new Shift-Sliding method the user can override these default assumptions and lift objects into the air or make them collide with other objects. Shift-Sliding uses the local coordinate system of the surface that the object was last in contact with, which is a new form of context-dependent manipulation. We also present Depth-Pop, which maps mouse wheel actions to all object positions along the mouse ray, where the object meets the default assumptions for sliding. For efficiency, both methods use frame buffer techniques. Two user studies show that the new techniques significantly speed up common 3D positioning tasks.
移动对象是三维用户界面中的一项重要任务。我们描述了两种新的3D定位技术,专为鼠标设计,但可用于其他输入设备。该技术能够在3D场景中快速且易于使用地定位物体。使用滑动,对象跟随光标并在场景的表面上移动。我们的技术能够精确定位受约束的物体。滑动假设默认情况下,物体与场景的前表面保持接触,至少部分可见,并且不穿透其他物体。使用我们新的shift -滑动方法,用户可以覆盖这些默认假设,并将物体提升到空中或使它们与其他物体碰撞。Shift-Sliding使用对象最后接触的表面的局部坐标系统,这是一种新的依赖于上下文的操作形式。我们还介绍了Depth-Pop,它将鼠标滚轮动作映射到沿着鼠标射线的所有对象位置,对象满足滑动的默认假设。为了提高效率,这两种方法都使用了帧缓冲技术。两项用户研究表明,新技术显著加快了常见的3D定位任务。
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引用次数: 9
Preference Between Allocentric and Egocentric 3D Manipulation in a Locally Coupled Configuration 局部耦合结构中非中心和自我中心三维操作的偏好
Pub Date : 2016-09-28 DOI: 10.1145/2983310.2985750
Paul Issartel, Lonni Besançon, F. Guéniat, Tobias Isenberg, M. Ammi
We study user preference between allocentric and egocentric 3D manipulation on mobile devices, in a configuration where the motion of the device is applied to an object displayed on the device itself. We first evaluate this preference for translations and for rotations alone, then for full 6-DOF manipulation. We also investigate the role of contextual cues by performing this experiment in different 3D scenes. Finally, we look at the specific influence of each manipulation axis. Our results provide guidelines to help interface designers select an appropriate default mapping in this locally coupled configuration.
我们研究了移动设备上的非中心和自我中心3D操作之间的用户偏好,在设备运动应用于设备本身显示的对象的配置中。我们首先评估平移和旋转的偏好,然后是完整的6自由度操作。我们还通过在不同的3D场景中进行实验来研究上下文线索的作用。最后,我们看看每个操作轴的具体影响。我们的结果提供了指导方针,帮助接口设计人员在这个本地耦合配置中选择适当的默认映射。
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引用次数: 9
Proceedings of the 2016 Symposium on Spatial User Interaction 2016空间用户交互学术研讨会论文集
Pub Date : 1900-01-01 DOI: 10.1145/2983310
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引用次数: 1
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Proceedings of the 2016 Symposium on Spatial User Interaction
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