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Proceedings of the 2nd ACM symposium on Spatial user interaction最新文献

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Coordinated 3D interaction in tablet- and HMD-based hybrid virtual environments 在基于平板电脑和hmd的混合虚拟环境中协调3D交互
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2659777
Jia Wang, R. Lindeman
Traditional 3D User Interfaces (3DUI) in immersive virtual reality can be inefficient in tasks that involve diversities in scale, perspective, reference frame, and dimension. This paper proposes a solution to this problem using a coordinated, tablet- and HMD-based, hybrid virtual environment system. Wearing a non-occlusive HMD, the user is able to view and interact with a tablet mounted on the non-dominant forearm, which provides a multi-touch interaction surface, as well as an exocentric God view of the virtual world. To reduce transition gaps across 3D interaction tasks and interfaces, four coordination mechanisms are proposed, two of which were implemented, and one was evaluated in a user study featuring complex level-editing tasks. Based on subjective ratings, task performance, interview feedback, and video analysis, we found that having multiple Interaction Contexts (ICs) with complementary benefits can lead to good performance and user experience, despite the complexity of learning and using the hybrid system. The results also suggest keeping 3DUI tasks synchronized across the ICs, as this can help users understand their relationships, smoothen within- and between-task IC transitions, and inspire more creative use of different interfaces.
沉浸式虚拟现实中的传统3D用户界面(3DUI)在涉及规模、视角、参考框架和维度多样性的任务中可能效率低下。本文提出了一种基于平板电脑和hmd的协调式混合虚拟环境系统的解决方案。佩戴非遮挡式头戴式头戴设备,用户可以观看并与安装在非主前臂上的平板电脑进行交互,该平板电脑提供了多点触摸交互界面,以及虚拟世界的外心上帝视图。为了减少3D交互任务和界面之间的过渡差距,提出了四种协调机制,其中两种已经实现,另一种在具有复杂关卡编辑任务的用户研究中进行了评估。基于主观评分、任务表现、访谈反馈和视频分析,我们发现,尽管学习和使用混合系统很复杂,但具有互补优势的多个交互上下文(ic)可以带来良好的性能和用户体验。结果还建议在IC之间保持3DUI任务同步,因为这可以帮助用户理解它们之间的关系,平滑任务内部和任务之间的IC转换,并激发更多创造性地使用不同的接口。
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引用次数: 40
Getting yourself superimposed on a presentation screen 让自己出现在演示屏幕上
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2661203
Kenji Funahashi, Yusuke Nakae
When attending a conference some audiences lose attention following points on the screen. Although presenters usually use a pointer rod or a laser pointer, they are not convenient or easily visible on a large screen. A camera and another screen are also needed to show gestures. In this paper we propose using intuitive interface presentation support software. A presenter is superimposed onto a screen, and the person can draw there interactively. Realizing presenter movement on screen by recognizing natural and small actions, the person can move within a limited stage space. Presenters can point to any important areas and draw supplementary items with their own hand through our software, and of course show gestures on a large screen. It is expected that audiences will be better able to understand and focus.
在参加会议时,一些听众会因为屏幕上的点而失去注意力。虽然演示者通常使用指针杆或激光笔,但它们在大屏幕上不方便也不容易看到。还需要一个摄像头和另一个屏幕来显示手势。本文提出使用直观的界面表示支持软件。演示者被叠加在屏幕上,人们可以在屏幕上互动地画画。通过识别自然和微小的动作来实现演示者在屏幕上的移动,人可以在有限的舞台空间内移动。演讲者可以通过我们的软件指出任何重要的区域,并用自己的手绘制补充项目,当然还可以在大屏幕上显示手势。预计观众将能够更好地理解和集中注意力。
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引用次数: 1
Investigating inertial measurement units for spatial awareness in multi-surface environments 研究在多表面环境中用于空间感知的惯性测量单元
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2661217
A. Azazi, T. Seyed, F. Maurer
In this work, we present an initial user study that explores the use of a dedicated inertial measurement unit (IMU) to achieve spatial awareness in Multi-surface Environments (MSE's). Our initial results suggest that measurements provided by an IMU may not provide value over sensor fusion techniques for spatially-aware MSE's, but warrant further exploration.
在这项工作中,我们提出了一个初步的用户研究,探讨了在多表面环境(MSE)中使用专用惯性测量单元(IMU)来实现空间感知。我们的初步结果表明,IMU提供的测量结果可能无法为空间感知MSE的传感器融合技术提供价值,但值得进一步探索。
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引用次数: 1
Natural pointing posture in distal pointing tasks 远端指向任务中的自然指向姿势
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2661213
Heejin Kim, Seungjae Oh, Sung H. Han, M. Chung
In this poster, we present an experiment to capture user's natural pointing posture in distal pointing tasks at large displays and to examine the effect of pointing posture on the performance of distal pointing tasks. There were two types of pointing posture: stretched arm posture (69% of the participants) and bended arm posture (31% of the participants). The types did not affect movement angle, but affected angular error, task completion time and mean angular velocity.
在这张海报中,我们提出了一个实验,以捕捉用户在大型显示器上的远端指向任务中的自然指向姿势,并检查指向姿势对远端指向任务性能的影响。有两种类型的指指姿势:伸展的手臂姿势(69%的参与者)和弯曲的手臂姿势(31%的参与者)。类型对运动角度没有影响,但对角度误差、任务完成时间和平均角速度有影响。
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引用次数: 0
Exploring tablet surrounding interaction spaces for medical imaging 探索平板电脑周围的医学成像互动空间
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2661215
H. Rateau, L. Grisoni, B. Araújo
Medical imaging is essential to support most diagnosis. It often requires visualizing individual 2D slices from 3D volumetric datasets and switching between both representations. Combining an overview with a detailed view of the data [1] enables to keep the user in context when looking in detail at a slice. Given both their mobility and their adequacy to support direct manipulation, tablets are attractive devices to ease imaging analysis tasks. They have been successfully combined with tabletops [3], allowing new ways to explore volumetric data. However, while touch allows for a more direct manipulation, it suffers from the well-known fat fnger problem which can interfere with the display, making it hard to understand subtle visual changes. To overcome this problem, we propose to explore the space around tablet devices. Such approach has been used for displays [2] to separate several workspaces of the desktop. Here, we use such space to invoke commands that are not required to be performed on the tablet, thus maximizing the visualization space during manipulations.
医学影像对于支持大多数诊断是必不可少的。它通常需要可视化来自3D体积数据集的单个2D切片,并在两种表示之间切换。将概览与数据[1]的详细视图相结合,可以使用户在详细查看切片时保持在上下文中。鉴于其移动性和支持直接操作的充足性,平板电脑是简化成像分析任务的有吸引力的设备。它们已经成功地与桌面[3]结合在一起,提供了探索体积数据的新方法。然而,虽然触摸可以实现更直接的操作,但它存在众所周知的肥胖手指问题,这可能会干扰显示,使其难以理解细微的视觉变化。为了克服这个问题,我们建议探索平板设备周围的空间。这种方法已用于显示[2],以分隔桌面的几个工作区。在这里,我们使用这样的空间来调用不需要在平板电脑上执行的命令,从而最大化操作期间的可视化空间。
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引用次数: 4
Using LEGO to model 3D tactile picture books by sighted children for blind children 利用乐高为盲人儿童制作视觉儿童的三维触觉绘本模型
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2661211
Jeeeun Kim, Abigale Stangl, Tom Yeh
3D printing has shown great potential in creating tactile picture books for blind children to develop emergent literacy. Sighted children can be motivated to contribute to the modeling of more tactile picture books. But current 3D design tools are too difficult to use. Can sighted children model a tactile book by LEGO pieces instead? Can a LEGO be converted to a digital model that can be then printed?
3D打印在为盲童制作触觉绘本方面显示出了巨大的潜力,帮助他们培养新兴的读写能力。可以激励视力正常的儿童为更多触觉绘本的建模做出贡献。但目前的3D设计工具太难使用。视力正常的孩子可以用乐高积木来制作触觉书吗?乐高积木能被转换成数字模型然后打印出来吗?
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引用次数: 9
Supporting remote guidance through 3D annotations 支持通过3D注释远程指导
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2661206
Philipp Tiefenbacher, Tobias Gehrlich, G. Rigoll, Takashi Nagamatsu
Remote guidance enables untrained users to solve complex tasks with the help of experts. These tasks often include the positioning of physical objects to certain poses. The expert indicates the final pose to the user. Therefore, the quality of annotations majorly influences the success of the remote collaboration. This work compares two kinds of annotation methods (2D and 3D) in two scenarios of different complexity. A pilot study indicates that 3D annotations reduce the execution time of the user in the complex scenario.
远程指导使未经训练的用户能够在专家的帮助下解决复杂的任务。这些任务通常包括将物理对象定位到特定的姿势。专家向用户指示最后的姿势。因此,注释的质量直接影响远程协作的成功与否。本文比较了两种不同复杂性场景下的两种标注方法(2D和3D)。一项初步研究表明,3D注释减少了用户在复杂场景中的执行时间。
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引用次数: 2
Human sensitivity to dynamic translational gains in head-mounted displays 人类对头戴式显示器动态平移增益的敏感性
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2659783
Ruimin Zhang, Bochao Li, S. Kuhl
Translational gains in head-mounted display (HMD) systems allow a user to walk at one rate in the real world while seeing themselves move at a faster or slower rate. Although several studies have measured how large gains must be for people to recognize them, little is known about how quickly the gains can be changed without people noticing. We conducted an experiment where participants were asked to walk on a straight path while wearing an HMD while we dynamically increased or decreased their virtual world translation speed. Participants indicated if their speed increased or decreased during their walk. In general, we found that the starting gain affected the detection and that, in most cases, there was little difference between gradual and instantaneous gain changes. The results of this work can help inform redirected walking implementations and other HMD applications where translational gains are not constant.
头戴式显示器(HMD)系统的平移增益允许用户在现实世界中以一种速度行走,同时看到自己以更快或更慢的速度移动。尽管有几项研究已经测量了人们需要多大的收益才能意识到它们,但很少有人知道,在人们不注意的情况下,收益的变化有多快。我们进行了一项实验,要求参与者戴着头戴式头盔在一条直线上行走,同时我们动态地提高或降低他们的虚拟世界翻译速度。参与者指出了他们在步行过程中的速度是增加还是减少。总的来说,我们发现启动增益会影响检测,并且在大多数情况下,渐变增益和瞬时增益变化之间的差异很小。这项工作的结果可以帮助指导重定向行走实现和其他HMD应用,其中平移增益不是恒定的。
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引用次数: 16
Session details: Flat surfaces in 3d space 会话细节:平面在3d空间
Pub Date : 2014-10-04 DOI: 10.1145/3247431
Tobias Höllerer
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引用次数: 0
An in-depth look at the benefits of immersion cues on spatial 3D problem solving 深入探讨沉浸式线索对解决空间3D问题的好处
Pub Date : 2014-10-04 DOI: 10.1145/2659766.2661222
Cassandra Hoef, Jasmine Davis, Orit Shaer, E. Solovey
We present a user study that takes an in-depth look at the effect of immersion cues on 3D spatial problem solving by combining traditional performance and experience measures with brain data.
我们提出了一项用户研究,通过将传统的表现和体验测量与大脑数据相结合,深入研究了沉浸线索对3D空间问题解决的影响。
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引用次数: 0
期刊
Proceedings of the 2nd ACM symposium on Spatial user interaction
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