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Adjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology最新文献

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Face/On: Actuating the Facial Contact Area of a Head-Mounted Display for Increased Immersion Face/On:驱动头戴式显示器的面部接触区域,以增加沉浸感
Dennis Wolf, Leo Hnatek, E. Rukzio
In this demonstration, we introduce Face/On, an embedded feedback device that leverages the contact area between the user's face and a virtual reality (VR) head-mounted display (HMD) to provide rich haptic feedback in virtual environments (VEs). Head-worn haptic feedback devices have been explored in previous work to provide directional cues via grids of actuators and localized feedback on the users' skin. Most of these solutions were immersion breaking due to their encumbering and uncomfortable design and build around a single actuator type, thus limiting the overall fidelity and flexibility of the haptic feedback. We present Face/On, a VR HMD face cushion with three types of discreetly embedded actuators that provide rich haptic feedback without encumbering users with invasive instrumentation on the body. By combining vibro-tactile and thermal feedback with electrical muscle stimulation (EMS), Face/On can simulate a wide range of scenarios and benefit from synergy effects between these feedback types.
在本次演示中,我们介绍了Face/On,一种嵌入式反馈设备,它利用用户面部和虚拟现实(VR)头戴式显示器(HMD)之间的接触区域,在虚拟环境(ve)中提供丰富的触觉反馈。在以前的工作中,已经探索了头戴式触觉反馈设备,通过执行器网格和用户皮肤上的局部反馈提供方向线索。大多数这些解决方案都是沉浸式的,因为它们的设计累人且不舒服,并且围绕着单一的执行器类型构建,从而限制了触觉反馈的整体保真度和灵活性。我们介绍了Face/On,一种VR头戴式面部垫,它有三种类型的谨慎嵌入式执行器,可以提供丰富的触觉反馈,而不会给用户带来身体上的侵入性仪器。通过将振动触觉和热反馈与肌肉电刺激(EMS)相结合,Face/On可以模拟各种场景,并从这些反馈类型之间的协同效应中受益。
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引用次数: 5
Demonstrating Gamepad with Programmable Haptic Texture Analog Buttons 演示带有可编程触觉纹理模拟按钮的手柄
Y. Shim, Geehyuk Lee
We demonstrate a haptic feedback method to generate multiple virtual textures on analog buttons of the gamepad. The method utilizes the haptic illusion evoked from proper haptic cues in respect of the analog button's movement to change the perceived physical property of the button. Two types of analog buttons, joystick and trigger button on the gamepad is augmented with localized haptic feedback. We implemented two virtual textures for each type of analog button, and these textures could be programmatically controlled reflecting the dynamic game situations. We also demonstrate a two-player shooter game to show the dynamic texture representation of customized gamepad could enrich the game experience.
我们演示了一种触觉反馈方法,在游戏手柄的模拟按钮上生成多个虚拟纹理。该方法利用有关模拟按钮的运动的适当的触觉线索所引起的触觉错觉来改变所感知的按钮的物理特性。游戏手柄上的两种模拟按钮,操纵杆和触发按钮,通过局部触觉反馈得到增强。我们为每种类型的模拟按钮执行了两种虚拟纹理,这些纹理可以通过编程控制来反映动态游戏情况。我们还以双人射击游戏为例,展示了自定义手柄的动态纹理表示可以丰富游戏体验。
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引用次数: 5
Companion - A Software Toolkit for Digitally Aided Pen-and-Paper Tabletop Roleplaying Companion -一个用于数字辅助笔和纸桌面角色扮演的软件工具包
Sebastian Stickert, Hagen Hiller, Florian Echtler
We present Companion, a software tool tailored towards improving and digitally supporting the pen-and-paper tabletop role-playing experience. Pen-and-paper role-playing games (P&P RPG) are a concept known since the early 1970s. Since then, the genre has attracted a massive community of players while branching out into several genres and P&P RPG systems to choose from. Due to the highly interactive and dynamic nature of the game, a participants individual impact on narrative and interactive aspects of the game is extremely high. The diversity of scenarios within this context unfold a variety of players needs, as well as factors limiting and enhancing game-play. Companion offers an audio management workspace for creation and playback of soundscapes based on visual layouting. It supports interactive image presentation and map exploration which can incorporate input from any device providing TUIO tracking data. Additionally, a mobile app was developed to be used as a remote control for media activation on the desktop host.
我们推出了Companion,这是一款专为改进和数字化支持纸笔桌面角色扮演体验而设计的软件工具。纸笔角色扮演游戏(P&P RPG)的概念早在20世纪70年代初就已为人所知。从那时起,这一类型便吸引了大量玩家社区,同时也衍生出了许多类型和P&P RPG系统供玩家选择。由于游戏的高度互动性和动态性,参与者对游戏叙述和互动方面的影响非常大。在这种背景下,场景的多样性展现了玩家的各种需求,以及限制和增强游戏玩法的因素。Companion提供了一个音频管理工作区,用于创建和播放基于视觉布局的音景。它支持交互式图像呈现和地图探索,可以整合来自任何提供TUIO跟踪数据的设备的输入。此外,还开发了一个移动应用程序,用作桌面主机上媒体激活的远程控制。
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引用次数: 2
One Button to Rule Them All: Rendering Arbitrary Force-Displacement Curves 一个按钮来统治所有:渲染任意的力位移曲线
Yi-Chi Liao, Sunjun Kim, Antti Oulasvirta
Physical buttons provide rich force characteristics during the travel range, which are commonly described in the form of force-displacement curves. These force characteristics play an important role in the users' experiences while pressing a button. However, due to lack of proper tools to dynamically render various force-displacement curves, little literature has tried iterative button design improvement. This paper presents Button Simulator, a low-cost 3D printed physical button capable of displaying any force-displacement curves, with limited average error offset around .034 N. By reading the force-displacement curves of existing push-buttons, we can easily replicate the force characteristics from any buttons onto our Button Simulator. One can even go beyond existing buttons and design non-existent ones as the form of arbitrary force-displacement curves; then use Button Simulator to render the sensation. This project will be open-sourced and the implementation details will be released. Our system can be a useful tool for future researchers, designers, and makers to investigate rich and dynamic button"s force design.
物理按钮在行程范围内提供丰富的力特性,通常以力-位移曲线的形式描述。这些力特性在用户按下按钮时的体验中起着重要作用。然而,由于缺乏适当的工具来动态渲染各种力-位移曲线,很少有文献尝试迭代按钮设计改进。本文介绍了一种低成本的3D打印物理按钮模拟器,能够显示任何力-位移曲线,平均误差偏移量在0.034 n左右。通过读取现有按钮的力-位移曲线,我们可以轻松地将任何按钮的力特性复制到我们的按钮模拟器上。我们甚至可以超越现有的按钮,将不存在的按钮设计成任意的力-位移曲线;然后使用按钮模拟器来渲染感觉。这个项目将是开源的,实施细节将被公布。该系统可以为未来的研究人员、设计师和制造商研究丰富的动态按钮力设计提供有用的工具。
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引用次数: 11
OmniEyeball: Spherical Display Equipped With Omnidirectional Camera And Its Application For 360-Degree Video Communication OmniEyeball:配备全向摄像头的球形显示器及其360度视频通信应用
Zhengqing Li, Shio Miyafuji, Toshiki Sato, H. Kuzuoka, H. Koike
We propose OmniEyeball (OEB), which is a novel interactive 360° image I/O system. It integrates the spherical display system with an omnidirectional camera to enable both capturing the 360° panoramic live streaming video as well as displaying it. We also present its unique application for symmetric 360° video communication by utilizing two OEB terminals, which may solve the narrow field-of-view problem in video communication. In addition, we designed a vision-based touch detection technique as well as some features to support 360° video communication.
我们提出了一种新的交互式360°图像I/O系统OmniEyeball (OEB)。它将球形显示系统与全向摄像头集成在一起,既可以捕获360°全景直播视频,也可以显示视频。本文还介绍了它在对称360°视频通信中的独特应用,利用两个OEB终端,可以解决视频通信中视场狭窄的问题。此外,我们还设计了一种基于视觉的触摸检测技术以及一些支持360°视频通信的功能。
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引用次数: 2
The Right Content at the Right Time: Contextual Examples for Just-in-time Creative Learning 在正确的时间提供正确的内容:即时创造性学习的相关例子
C. Fraser
People often run into barriers when doing creative tasks with software because it is difficult to translate goals into concrete actions. While expert-made tutorials, examples, and documentation abound online, finding the most relevant content and adapting it to one's own situation and task is a challenge. My research introduces techniques for exposing relevant examples to novices in the context of their own workflows. These techniques are embodied in three systems. The first, RePlay, helps people find solutions when stuck by automatically locating relevant moments from expert-made videos. The second, DiscoverySpace, helps novices get started by mining and recommending expert-made software macros. The third, CritiqueKit, helps novices improve their work by providing ambient guidance and recommendations. Preliminary experiments with RePlay suggest that contextual video clips help people complete targeted tasks. Controlled experiments with DiscoverySpace and CritiqueKit demonstrate that software macros prevent novices from losing confidence, and ambient guidance improves novice output. My research illustrates the power of user communities to support creative learning.
人们在使用软件进行创造性任务时经常遇到障碍,因为很难将目标转化为具体的行动。虽然专家制作的教程、示例和文档在网上比比皆是,但找到最相关的内容并将其适应自己的情况和任务是一个挑战。我的研究介绍了在他们自己的工作流上下文中向新手展示相关示例的技术。这些技术具体体现在三个系统中。第一个是RePlay,它通过自动定位专家制作的视频中的相关时刻,帮助人们在卡住时找到解决方案。第二个是DiscoverySpace,它通过挖掘和推荐专家制作的软件宏来帮助新手入门。第三个是CritiqueKit,它通过提供环境指导和建议来帮助新手改进他们的工作。RePlay的初步实验表明,相关视频片段有助于人们完成目标任务。DiscoverySpace和CritiqueKit的受控实验表明,软件宏可以防止新手失去信心,环境指导可以提高新手的产出。我的研究说明了用户社区支持创造性学习的力量。
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引用次数: 0
Shared Autonomy for an Interactive AI System 交互式AI系统的共享自主权
Sharon Zhou, Tong Mu, Karan Goel, Michael S. Bernstein, E. Brunskill
Across many domains, interactive systems either make decisions for us autonomously or yield decision-making authority to us and play a supporting role. However, many settings, such as those in education or the workplace, benefit from sharing this autonomy between the user and the system, and thus from a system that adapts to them over time. In this paper, we pursue two primary research questions: (1) How do we design interfaces to share autonomy between the user and the system? (2) How does shared autonomy alter a user"s perception of a system? We present SharedKeys, an interactive shared autonomy system for piano instruction that plays different video segments of a piece for students to emulate and practice. Underlying our approach to shared autonomy is a mixed-observability Markov decision process that estimates a user"s desired autonomy level based on her performance and attentiveness. Pilot studies revealed that students sharing autonomy with the system learned more quickly and perceived the system as more intelligent.
在许多领域中,交互系统要么自主地为我们做出决策,要么将决策权交给我们并发挥辅助作用。然而,许多环境,如教育或工作场所,都受益于用户和系统之间的自主权共享,从而受益于系统随着时间的推移而适应它们。在本文中,我们追求两个主要的研究问题:(1)我们如何设计接口来共享用户和系统之间的自主权?(2)共享自治如何改变用户对系统的感知?我们介绍了SharedKeys,一个用于钢琴教学的交互式共享自主系统,它可以播放不同的视频片段,供学生模仿和练习。我们的共享自治方法的基础是一个混合可观察性马尔可夫决策过程,它根据用户的表现和注意力估计用户所需的自治水平。试点研究表明,与系统共享自主权的学生学习得更快,并且认为系统更智能。
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引用次数: 1
Collaborative Virtual Reality for Low-Latency Interaction 低延迟交互的协同虚拟现实
Carmine Elvezio, Frank Ling, Jen-Shuo Liu, Steven K. Feiner
In collaborative virtual environments, users must often perform tasks requiring coordinated action between multiple parties. Some cases are symmetric, in which users work together on equal footing, while others are asymmetric, in which one user may have more experience or capabilities than another (e.g., one may guide another in completing a task). We present a multi-user virtual reality system that supports interactions of both these types. Two collaborating users, whether co-located or remote, simultaneously manipulate the same virtual objects in a physics simulation, in tasks that require low latency networking to perform successfully. We are currently applying this approach to motor rehabilitation, in which a therapist and patient work together.
在协作虚拟环境中,用户必须经常执行需要多方协调行动的任务。有些情况是对称的,其中用户在平等的基础上一起工作,而另一些情况是不对称的,其中一个用户可能比另一个用户有更多的经验或能力(例如,一个用户可能指导另一个用户完成任务)。我们提出了一个多用户虚拟现实系统,支持这两种类型的交互。两个协作用户,无论是位于同一位置还是远程,都可以在物理模拟中同时操作相同的虚拟对象,这些任务需要低延迟网络才能成功执行。我们目前正在将这种方法应用于运动康复,治疗师和患者一起工作。
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引用次数: 17
Artificial Motion Guidance: an Intuitive Device based on Pneumatic Gel Muscle (PGM) 基于气动凝胶肌(PGM)的人工运动引导直观装置
Takashi Goto, Swagata Das, Y. Kurita, K. Kunze
We present a wearable soft exoskeleton sleeve based on PGM. The sleeve consists of 4 PGMs is controlled by a computing system and can actuate 4 different movements (hand extension, flexion, pronation and supination). Depending on how strong the actuation is, the user feels a slight force (haptic feedback) or the hand moves (if the users relaxes the muscles). The paper gives details about the system implementation, the interaction space and some ideas about application scenarios.
我们提出了一种基于PGM的可穿戴软外骨骼套筒。套筒由4个PGMs组成,由一个计算系统控制,可以驱动4种不同的动作(手伸、屈、旋和旋)。根据驱动的强度,用户会感觉到轻微的力(触觉反馈)或手移动(如果用户放松肌肉)。本文详细介绍了系统的实现、交互空间和应用场景的一些思路。
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引用次数: 9
Augmenting Human Hearing Through Interactive Auditory Mediated Reality 通过交互式听觉介导的现实增强人类听力
Evgeny Stemasov, Gabriel Haas, Michael Rietzler, E. Rukzio
To filter and shut out an increasingly loud environment, many resort to the use of personal audio technology. They drown out unwanted sounds, by wearing headphones. This uniform interaction with all surrounding sounds can have a negative impact on social relations and situational awareness. Leveraging mediation through smarter headphones, users gain more agency over their sense of hearing: For instance by being able to selectively alter the volume and other features of specific sounds, without losing the ability to add media. In this work, we propose the vision of interactive auditory mediated reality (AMR). To understand users' attitude and requirements, we conducted a week-long event sampling study (n = 12), where users recorded and rated sources (n = 225) which they would like to mute, amplify or turn down. The results indicate that besides muting, a distinct, "quiet-but-audible" volume exists. It caters to two requirements at the same time: aesthetics/comfort and information acquisition.
为了过滤和屏蔽日益嘈杂的环境,许多人求助于使用个人音频技术。他们通过戴上耳机来掩盖不需要的声音。这种与周围所有声音的统一互动会对社会关系和情境意识产生负面影响。通过更智能的耳机,用户获得了更多的听觉代理:例如,通过能够选择性地改变特定声音的音量和其他特征,而不会失去添加媒体的能力。在这项工作中,我们提出了交互式听觉介导现实(AMR)的愿景。为了了解用户的态度和需求,我们进行了为期一周的事件抽样研究(n = 12),用户记录并评价他们想要静音、放大或拒绝的来源(n = 225)。结果表明,除了静音之外,还存在一个明显的“安静但可听”的音量。它同时满足两个需求:美观/舒适和信息获取。
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引用次数: 3
期刊
Adjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology
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