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WristFlex: low-power gesture input with wrist-worn pressure sensors 腕带压力传感器的低功耗手势输入
A. Dementyev, J. Paradiso
In this paper we present WristFlex, an always-available on-body gestural interface. Using an array of force sensitive resistors (FSRs) worn around the wrist, the interface can distinguish subtle finger pinch gestures with high accuracy (>80 %) and speed. The system is trained to classify gestures from subtle tendon movements on the wrist. We demonstrate that WristFlex is a complete system that works wirelessly in real-time. The system is simple and light-weight in terms of power consumption and computational overhead. WristFlex's sensor power consumption is 60.7 uW, allowing the prototype to potentially last more then a week on a small lithium polymer battery. Also, WristFlex is small and non-obtrusive, and can be integrated into a wristwatch or a bracelet. We perform user studies to evaluate the accuracy, speed, and repeatability. We demonstrate that the number of gestures can be extended with orientation data from an accelerometer. We conclude by showing example applications.
在这篇论文中,我们介绍了腕式flex,一个随时可用的身体手势界面。通过在手腕上佩戴一组力敏电阻(FSRs),该界面可以以高精度(约80%)和速度识别细微的手指按压手势。该系统经过训练,可以根据手腕上细微的肌腱运动对手势进行分类。我们证明,腕flex是一个完整的系统,可以实时无线工作。该系统在功耗和计算开销方面简单轻便。腕flex的传感器功耗为60.7 uW,这使得原型机在一个小型锂聚合物电池上可以持续使用一周以上。此外,腕表小巧、不显眼,可以集成到腕表或手镯中。我们执行用户研究来评估准确性、速度和可重复性。我们证明手势的数量可以通过加速度计的方向数据来扩展。最后,我们将展示一些示例应用程序。
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引用次数: 201
Situated crowdsourcing using a market model 使用市场模式的定位众包
S. Hosio, Jorge Gonçalves, V. Lehdonvirta, Denzil Ferreira, V. Kostakos
Research is increasingly highlighting the potential for situated crowdsourcing to overcome some crucial limitations of online crowdsourcing. However, it remains unclear whether a situated crowdsourcing market can be sustained, and whether worker supply responds to price-setting in such a market. Our work is the first to systematically investigate workers' behaviour and response to economic incentives in a situated crowdsourcing market. We show that the market-based model is a sustainable approach to recruiting workers and obtaining situated crowdsourcing contributions. We also show that the price mechanism is a very effective tool for adjusting the supply of labour in a situated crowdsourcing market. Our work advances the body of work investigating situated crowdsourcing.
越来越多的研究强调了现场众包的潜力,以克服在线众包的一些关键限制。然而,目前尚不清楚的是,一个现成的众包市场能否持续下去,以及在这样一个市场中,工人供应是否会对价格设定做出反应。我们的工作是第一个系统地调查工人的行为和对位于众包市场的经济激励的反应。我们表明,以市场为基础的模式是一种可持续的方法来招聘工人和获得定位的众包贡献。我们还表明,价格机制是一个非常有效的工具,以调整劳动力的供给,在一个既定的众包市场。我们的工作推进了对情境众包的研究。
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引用次数: 67
Dyadic projected spatial augmented reality 二元投影空间增强现实
Hrvoje Benko, Andrew D. Wilson, Federico Zannier
Mano-a-Mano is a unique spatial augmented reality system that combines dynamic projection mapping, multiple perspective views and device-less interaction to support face to face, or dyadic, interaction with 3D virtual objects. Its main advantage over more traditional AR approaches, such as handheld devices with composited graphics or see-through head worn displays, is that users are able to interact with 3D virtual objects and each other without cumbersome devices that obstruct face to face interaction. We detail our prototype system and a number of interactive experiences. We present an initial user experiment that shows that participants are able to deduce the size and distance of a virtual projected object. A second experiment shows that participants are able to infer which of a number of targets the other user indicates by pointing.
Mano-a-Mano是一个独特的空间增强现实系统,它结合了动态投影映射、多视角视图和无设备交互,以支持与3D虚拟对象的面对面或二元交互。与更传统的增强现实方法(如带有合成图形的手持设备或透明的头戴式显示器)相比,它的主要优势在于,用户能够与3D虚拟对象以及彼此之间进行交互,而无需繁琐的设备阻碍面对面的交互。我们详细介绍了我们的原型系统和一些互动体验。我们提出了一个初步的用户实验,表明参与者能够推断出虚拟投影对象的大小和距离。第二个实验表明,参与者能够通过手指推断出另一个用户所指向的目标。
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引用次数: 105
Hover Pad: interacting with autonomous and self-actuated displays in space 悬停垫:与空间中的自主和自驱动显示器交互
Julian Seifert, Sebastian Boring, Christian Winkler, F. Schaub, Fabian Schwab, Steffen Herrdum, Fabian Maier, Daniel Mayer, E. Rukzio
Handheld displays enable flexible spatial exploration of information spaces -- users can physically navigate through three-dimensional space to access information at specific locations. Having users constantly hold the display, however, has several limitations: (1) inaccuracies due to natural hand tremors; (2) fatigue over time; and (3) limited exploration within arm's reach. We investigate autonomous, self-actuated displays that can freely move and hold their position and orientation in space without users having to hold them at all times. We illustrate various stages of such a display's autonomy ranging from manual to fully autonomous, which -- depending on the tasks -- facilitate the interaction. Further, we discuss possible motion control mechanisms for these displays and present several interaction techniques enabled by such displays. Our Hover Pad toolkit enables exploring five degrees of freedom of self-actuated and autonomous displays and the developed control and interaction techniques. We illustrate the utility of our toolkit with five prototype applications, such as a volumetric medical data explorer.
手持显示器使信息空间的空间探索变得灵活——用户可以在三维空间中进行物理导航,以访问特定位置的信息。然而,让用户一直拿着显示器有几个限制:(1)由于手自然颤抖而不准确;(2)长期疲劳;(3)在触手可及的范围内进行有限的探索。我们研究自主的,自驱动的显示器,可以自由移动和保持他们的位置和方向的空间,而不需要用户一直拿着他们。我们说明了这种显示的自主性的各个阶段,从手动到完全自主,这取决于任务,促进交互。此外,我们讨论了这些显示器可能的运动控制机制,并提出了由这些显示器启用的几种交互技术。我们的Hover Pad工具包可以探索自驱动和自主显示的五个自由度,以及开发的控制和交互技术。我们用5个原型应用程序(如体积医学数据浏览器)来演示我们的工具包的实用程序。
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引用次数: 22
Trampoline: a double-sided elastic touch device for creating reliefs 蹦床:一种双面弹性触碰装置,用于创造解脱
Jaehyun Han, Jiseong Gu, Geehyuk Lee
Although reliefs are frequently used to add patterns to product surfaces, there is a lack of interaction techniques to model reliefs on the surface of virtual objects. We adopted the repoussé and chasing artwork techniques in an alternative interaction technique to model relief on virtual surfaces. To support this interaction technique, we developed the double-sided touchpad Trampoline that can detect the position and force of a finger touch on both sides. Additionally, Trampoline provides users with elastic feedback, as its surface consists of a stretchable fabric. We implemented a relief application with this device and the developed interaction technique. An informal user study showed that the proposed system can be a promising solution to create reliefs.
虽然浮雕经常用于在产品表面添加图案,但缺乏在虚拟对象表面上对浮雕进行建模的交互技术。我们采用了一种替代的交互技术来模拟虚拟表面上的浮雕。为了支持这种交互技术,我们开发了双面触摸板蹦床,它可以检测手指在两侧触摸的位置和力度。此外,蹦床为用户提供弹性反馈,因为它的表面由可拉伸的织物组成。我们使用该设备和开发的交互技术实现了一个救济应用程序。一项非正式的用户研究表明,拟议的系统可能是一个有希望的解决方案,以创造救济。
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引用次数: 16
Individual variation in susceptibility to cybersickness 晕屏病易感性的个体差异
Lisa Rebenitsch, C. Owen
We examined background characteristics of virtual reality participants in order to determine correlations to cybersickness. As 3D media and new VR display technologies from companies such as Occulus and Sony become more popular, the incidence of cybersickness is likely to increase. Understanding the impact of individual backgrounds on susceptibility can help shed light on which individuals are more likely to be impacted. Past history of motion sickness and video game play have the best predictive power of cybersickness of the factors studied. A model to estimate the likelihood of cybersickness using background characteristics is posed.
我们检查了虚拟现实参与者的背景特征,以确定与晕屏病的相关性。随着Occulus和索尼等公司的3D媒体和新的VR显示技术越来越受欢迎,晕屏的发病率可能会增加。了解个体背景对易感性的影响有助于揭示哪些个体更容易受到影响。在研究的因素中,过去的晕动病史和玩电子游戏的情况对晕动病有最好的预测能力。提出了一个利用背景特征来估计晕动病可能性的模型。
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引用次数: 82
Brain-based target expansion 基于大脑的目标扩展
Daniel Afergan, T. Shibata, Samuel W. Hincks, Evan M. Peck, B. Yuksel, Remco Chang, R. Jacob
The bubble cursor is a promising cursor expansion technique, improving a user's movement time and accuracy in pointing tasks. We introduce a brain-based target expansion system, which improves the efficacy of bubble cursor by increasing the expansion of high importance targets at the optimal time based on brain measurements correlated to a particular type of multitasking. We demonstrate through controlled experiments that brain-based target expansion can deliver a graded and continuous level of assistance to a user according to their cognitive state, thereby improving task and speed-accuracy metrics, even without explicit visual changes to the system. Such an adaptation is ideal for use in complex systems to steer users toward higher priority goals during times of increased demand.
气泡光标是一种很有前途的光标扩展技术,可以提高用户在指向任务中的移动时间和准确性。我们介绍了一种基于大脑的目标扩展系统,该系统通过在与特定类型的多任务处理相关的大脑测量值的最佳时间增加高重要性目标的扩展来提高气泡光标的效率。我们通过控制实验证明,基于大脑的目标扩展可以根据用户的认知状态提供分级和连续的帮助,从而提高任务和速度-准确性指标,即使没有对系统进行明确的视觉改变。这种适应非常适合在复杂系统中使用,以便在需求增加时引导用户实现更高优先级的目标。
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引用次数: 24
Improvements to keyboard optimization with integer programming 改进键盘优化与整数编程
A. Karrenbauer, Antti Oulasvirta
Keyboard optimization is concerned with the design of keyboards for different terminals, languages, user groups, and tasks. Previous work in HCI has used random search based methods, such as simulated annealing. These "black box" approaches are convenient, because good solutions are found quickly and no assumption must be made about the objective function. This paper contributes by developing integer programming (IP) as a complementary approach. To this end, we present IP formulations for the letter assignment problem and solve them by branch-and-bound. Although computationally expensive, we show that IP offers two strong benefits. First, its structured non-random search approach improves the out- comes. Second, it guarantees bounds, which increases the designer's confidence over the quality of results. We report improvements to three keyboard optimization cases.
键盘优化涉及针对不同终端、语言、用户组和任务的键盘设计。先前的HCI工作使用了基于随机搜索的方法,如模拟退火。这些“黑盒”方法很方便,因为好的解决方案很快就能找到,而且不需要对目标函数做任何假设。本文的贡献是发展整数规划(IP)作为一种补充方法。为此,我们提出了字母分配问题的IP公式,并用分支定界法求解。尽管在计算上很昂贵,但我们表明IP提供了两个强大的好处。首先,它的结构化非随机搜索方法改善了结果。其次,它保证了界限,这增加了设计师对结果质量的信心。我们报告了三个键盘优化案例的改进。
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引用次数: 33
Global beautification of layouts with interactive ambiguity resolution 具有交互式歧义解决的全局美化布局
Pengfei Xu, Hongbo Fu, T. Igarashi, Chiew-Lan Tai
Automatic global beautification methods have been proposed for sketch-based interfaces, but they can lead to undesired results due to ambiguity in the user's input. To facilitate ambiguity resolution in layout beautification, we present a novel user interface for visualizing and editing inferred relationships. First, our interface provides a preview of the beautified layout with inferred constraints, without directly modifying the input layout. In this way, the user can easily keep refining beautification results by interactively repositioning and/or resizing elements in the input layout. Second, we present a gestural interface for editing automatically inferred constraints by directly interacting with the visualized constraints via simple gestures. Our efficient implementation of the beautification system provides the user instant feedback. Our user studies validate that our tool is capable of creating, editing and refining layouts of graphic elements and is significantly faster than the standard snap-dragging and command-based alignment tools.
对于基于草图的界面,已经提出了自动全局美化方法,但是由于用户输入的模糊性,它们可能导致不期望的结果。为了促进布局美化中的歧义解决,我们提出了一种新的用户界面,用于可视化和编辑推断关系。首先,我们的界面提供了带有推断约束的美化布局的预览,而无需直接修改输入布局。通过这种方式,用户可以通过交互式地重新定位和/或调整输入布局中的元素大小,轻松地不断优化美化结果。其次,我们提出了一个手势界面,通过简单的手势直接与可视化的约束交互来编辑自动推断的约束。我们高效实施的美化系统为用户提供即时反馈。我们的用户研究验证了我们的工具能够创建、编辑和优化图形元素的布局,并且比标准的快照拖动和基于命令的对齐工具要快得多。
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引用次数: 30
Teegi: tangible EEG interface
Jérémy Frey, Renaud Gervais, Stéphanie Fleck, F. Lotte, M. Hachet
We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, engaging and informative way. To this end, we have designed a new system based on a unique combination of spatial augmented reality, tangible interaction and real-time neurotechnologies. With Teegi, a user can visualize and analyze his or her own brain activity in real-time, on a tangible character that can be easily manipulated, and with which it is possible to interact. An exploration study has shown that interacting with Teegi seems to be easy, motivating, reliable and informative. Overall, this suggests that Teegi is a promising and relevant training and mediation tool for the general public.
我们介绍Teegi,一个有形脑电图(EEG)接口,使新手用户能够以一种简单,吸引人且信息丰富的方式了解更多像大脑信号这样复杂的东西。为此,我们设计了一个基于空间增强现实,有形交互和实时神经技术的独特组合的新系统。有了Teegi,用户可以在一个有形的角色上实时可视化和分析自己的大脑活动,这个角色很容易操纵,并且可以与之互动。一项探索性研究表明,与Teegi互动似乎很容易,激励,可靠和信息丰富。总的来说,这表明Teegi是一个有前途的和相关的公众培训和调解工具。
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引用次数: 60
期刊
Proceedings of the 27th annual ACM symposium on User interface software and technology
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