Jaeyeon Lee, M. Sinclair, Mar González-Franco, E. Ofek, Christian Holz
Recent hand-held controllers have explored a variety of haptic feedback sensations for users in virtual reality by producing both kinesthetic and cutaneous feedback from virtual objects. These controllers are grounded to the user's hand and can only manipulate objects through arm and wrist motions, not using the dexterity of their fingers as they would in real life. In this paper, we present TORC, a rigid haptic controller that renders virtual object characteristics and behaviors such as texture and compliance. Users hold and squeeze TORC using their thumb and two fingers and interact with virtual objects by sliding their thumb on TORC's trackpad. During the interaction, vibrotactile motors produce sensations to each finger that represent the haptic feel of squeezing, shearing or turning an object. We demonstrate the TORC interaction scenarios for a virtual object in hand.
{"title":"Demonstration of TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger Interaction","authors":"Jaeyeon Lee, M. Sinclair, Mar González-Franco, E. Ofek, Christian Holz","doi":"10.1145/3332167.3356898","DOIUrl":"https://doi.org/10.1145/3332167.3356898","url":null,"abstract":"Recent hand-held controllers have explored a variety of haptic feedback sensations for users in virtual reality by producing both kinesthetic and cutaneous feedback from virtual objects. These controllers are grounded to the user's hand and can only manipulate objects through arm and wrist motions, not using the dexterity of their fingers as they would in real life. In this paper, we present TORC, a rigid haptic controller that renders virtual object characteristics and behaviors such as texture and compliance. Users hold and squeeze TORC using their thumb and two fingers and interact with virtual objects by sliding their thumb on TORC's trackpad. During the interaction, vibrotactile motors produce sensations to each finger that represent the haptic feel of squeezing, shearing or turning an object. We demonstrate the TORC interaction scenarios for a virtual object in hand.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125425421","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper, I introduce collective shape-changing interfaces, a class of shape-changing interfaces that consist of a set of discrete collective elements. Through massively parallel transformation, locomotion, and connection of individual building blocks, the overall physical structure can be dynamically changed. Given this parallel change of individual elements, I propose three approaches for user interaction: dynamic, improvised, and actuated collective shape transformation. I exemplify each approach through my own work and possible future work.
{"title":"Collective Shape-changing Interfaces","authors":"R. Suzuki","doi":"10.1145/3332167.3356877","DOIUrl":"https://doi.org/10.1145/3332167.3356877","url":null,"abstract":"In this paper, I introduce collective shape-changing interfaces, a class of shape-changing interfaces that consist of a set of discrete collective elements. Through massively parallel transformation, locomotion, and connection of individual building blocks, the overall physical structure can be dynamically changed. Given this parallel change of individual elements, I propose three approaches for user interaction: dynamic, improvised, and actuated collective shape transformation. I exemplify each approach through my own work and possible future work.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"167 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120867890","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
How firmly a haptic device, such as a smartwatch, is coupled to the body can change how its haptic effects are perceived. However, hapticians often rely on vague subjective coupling characteristics such as "strapped snugly" or "tight yet comfortable". Achieving consistent strap tightness across body sites and between participants can be challenging, since even if strap tension is consistent, differences in limb circumference alter the resulting normal force under the haptic actuator in potentially unintuitive ways. Furthermore, when participants must attach the devices on their own, e.g., during a longitudinal in-the-wild study, they may not use the same tightness each day without guidance. We present HaptiStrap, a low-cost, easily fabricated tool, as a contribution towards a standard method for ensuring that wearable haptic studies do better than vague and subjective "tight yet comfortable" guidelines.
{"title":"Towards Consistent Haptic Coupling with HaptiStrap: Doing Better than \"Tight yet Comfortable\"","authors":"Pascal E. Fortin, Jeffrey R. Blum, J. Cooperstock","doi":"10.1145/3332167.3357118","DOIUrl":"https://doi.org/10.1145/3332167.3357118","url":null,"abstract":"How firmly a haptic device, such as a smartwatch, is coupled to the body can change how its haptic effects are perceived. However, hapticians often rely on vague subjective coupling characteristics such as \"strapped snugly\" or \"tight yet comfortable\". Achieving consistent strap tightness across body sites and between participants can be challenging, since even if strap tension is consistent, differences in limb circumference alter the resulting normal force under the haptic actuator in potentially unintuitive ways. Furthermore, when participants must attach the devices on their own, e.g., during a longitudinal in-the-wild study, they may not use the same tightness each day without guidance. We present HaptiStrap, a low-cost, easily fabricated tool, as a contribution towards a standard method for ensuring that wearable haptic studies do better than vague and subjective \"tight yet comfortable\" guidelines.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130027954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Prior work on choreographic learning support systems lacks supports of group dancers. In particular, existing systems cannot quantify the degree of synchronization, which is a critical factor for successful group dancing. In this paper, we create a system to support multi-person choreographic learning. The system visualizes body parts of dancers which are out of synchronization. Our interface aims to enable dancers to quickly identify moments where they need additional practice. This paper presents our current prototype interface and demonstration.
{"title":"Visualizing Out-of-synchronization in Group Dancing","authors":"Zhongyi Zhou, Yuki Tsubouchi, K. Yatani","doi":"10.1145/3332167.3356888","DOIUrl":"https://doi.org/10.1145/3332167.3356888","url":null,"abstract":"Prior work on choreographic learning support systems lacks supports of group dancers. In particular, existing systems cannot quantify the degree of synchronization, which is a critical factor for successful group dancing. In this paper, we create a system to support multi-person choreographic learning. The system visualizes body parts of dancers which are out of synchronization. Our interface aims to enable dancers to quickly identify moments where they need additional practice. This paper presents our current prototype interface and demonstration.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"183 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114177941","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","authors":"","doi":"10.1145/3332167","DOIUrl":"https://doi.org/10.1145/3332167","url":null,"abstract":"","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"176 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123331696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wataru Yamada, H. Manabe, Daizo Ikeda, J. Rekimoto
Virtual reality (VR) and augmented reality (AR) with head-mounted displays (HMDs) are rapidly becoming popular. Unfortunately, optical see-through HMDs for AR are not compatible with VR and users must prepare the other type of HMD to experience VR. We present a new method for optical see-through HMDs that enables switching between VR and AR by changing the degree of transparency. The proposed method controls liquid crystals to change the transparency in an enclosure constructed of polarizing plates to achieve the switch. The proposed method does not require the use of expensive modules and is applicable to various HMDs including those that are smartphone based and retinal projection based. We construct a prototype implementing the proposed method and evaluate its performance and unique characteristics.
{"title":"VARiable HMD: Optical See-Through HMD for AR and VR","authors":"Wataru Yamada, H. Manabe, Daizo Ikeda, J. Rekimoto","doi":"10.1145/3332167.3356896","DOIUrl":"https://doi.org/10.1145/3332167.3356896","url":null,"abstract":"Virtual reality (VR) and augmented reality (AR) with head-mounted displays (HMDs) are rapidly becoming popular. Unfortunately, optical see-through HMDs for AR are not compatible with VR and users must prepare the other type of HMD to experience VR. We present a new method for optical see-through HMDs that enables switching between VR and AR by changing the degree of transparency. The proposed method controls liquid crystals to change the transparency in an enclosure constructed of polarizing plates to achieve the switch. The proposed method does not require the use of expensive modules and is applicable to various HMDs including those that are smartphone based and retinal projection based. We construct a prototype implementing the proposed method and evaluate its performance and unique characteristics.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129431494","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Effective circuit design and debugging require developing an intimate understanding of the behaviors of a complex system. In my work, I've distilled barriers to such understanding to three fundamental challenges of circuit design: transparency, malleability, and modelability. In turn, my research contributes tools that address these challenges through novel changes to the circuit design workflow: Pinpoint improves transparency and malleability in the debugging of printed circuit boards (PCBs) by augmenting board connections with automatic instrumentation and reconfigurable connectivity. Scanalog similarly improves transparency and malleability in prototyping by providing an interactively reprogrammable platform on which to design and tune fully instrumented mixed-signal circuits. My ongoing work addresses issues in modelability through tools that generate empirically-derived fault models and highlight causal relationships between components in a circuit. By evaluating these interactions, my research examines the role of exploratory understanding in circuit design, asking, "How can tools promote understanding of a circuit by facilitating exploration and reflection?"
{"title":"Circuit Design Tools for Exploratory Understanding","authors":"Evan Strasnick","doi":"10.1145/3332167.3356876","DOIUrl":"https://doi.org/10.1145/3332167.3356876","url":null,"abstract":"Effective circuit design and debugging require developing an intimate understanding of the behaviors of a complex system. In my work, I've distilled barriers to such understanding to three fundamental challenges of circuit design: transparency, malleability, and modelability. In turn, my research contributes tools that address these challenges through novel changes to the circuit design workflow: Pinpoint improves transparency and malleability in the debugging of printed circuit boards (PCBs) by augmenting board connections with automatic instrumentation and reconfigurable connectivity. Scanalog similarly improves transparency and malleability in prototyping by providing an interactively reprogrammable platform on which to design and tune fully instrumented mixed-signal circuits. My ongoing work addresses issues in modelability through tools that generate empirically-derived fault models and highlight causal relationships between components in a circuit. By evaluating these interactions, my research examines the role of exploratory understanding in circuit design, asking, \"How can tools promote understanding of a circuit by facilitating exploration and reflection?\"","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126363822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We proposed a lens forming method that does not require post-output processing using an ultraviolet (UV) printer. The transparent ink is first laminated to form a shape. A UV printer then smooths its surface by filling the layer roughness with a gloss. We implemented a tool to design the lens shape by inputting the lens diameter, focal length, etc.; with this tool, multiple lenses can be arranged and output as data to be printed by a UV printer.
{"title":"Proposal of Lens Shaping Method Using UV Printer","authors":"Kei Sugiyama, K. Tsukada","doi":"10.1145/3332167.3356894","DOIUrl":"https://doi.org/10.1145/3332167.3356894","url":null,"abstract":"We proposed a lens forming method that does not require post-output processing using an ultraviolet (UV) printer. The transparent ink is first laminated to form a shape. A UV printer then smooths its surface by filling the layer roughness with a gloss. We implemented a tool to design the lens shape by inputting the lens diameter, focal length, etc.; with this tool, multiple lenses can be arranged and output as data to be printed by a UV printer.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126371164","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yuhei Imai, Kunihiro Kato, N. Segawa, Hiroyuki Manabe
Making modern electric circuits involves a lot of processes, skills, and effort. One challenge in fabricating prototypes is the difficulty of making electric circuits. We propose a fabrication technique that allows users to easily build electric circuits. It is based on a hot stamping technique but uses a single extruder 3D printer instead of dies. The circuits are made of metal foil and can be deposited on various surfaces including paper and acrylic board. Tests confirm that the technique can fabricate circuits on which electronic devices can be implemented by soldering.
{"title":"Hot Stamping of Electric Circuits by 3D Printer","authors":"Yuhei Imai, Kunihiro Kato, N. Segawa, Hiroyuki Manabe","doi":"10.1145/3332167.3356895","DOIUrl":"https://doi.org/10.1145/3332167.3356895","url":null,"abstract":"Making modern electric circuits involves a lot of processes, skills, and effort. One challenge in fabricating prototypes is the difficulty of making electric circuits. We propose a fabrication technique that allows users to easily build electric circuits. It is based on a hot stamping technique but uses a single extruder 3D printer instead of dies. The circuits are made of metal foil and can be deposited on various surfaces including paper and acrylic board. Tests confirm that the technique can fabricate circuits on which electronic devices can be implemented by soldering.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132896145","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Optical See-Through Head-Mounted Displays (OST-HMDs) have attracted much attention as augmented reality (AR) devices. Depth of field (DoF) is a key parameter for OST-HMDs because a shallow DoF often yields focal point gaps between computer-generated graphics (CGs) and real scenes forcing users to re-adjust their focus. However, it is difficult to achieve a deep DoF for CGs over real scenes in compact and low-cost devices because laser projectors or complicated optics are needed. In this paper, we propose an OST-HMD that uses polarizing plates with a pinhole to achieve a deep DoF. The optics of the proposed device comprises two polarizing plates and a beam splitter. The polarization planes of the plates are orthogonal and one of the plates has a pinhole. The key idea of the proposal is the pinhole effect using polarizing plates to achieve a deep DoF without any influence to the field of view (FoV) for real scenes. This method can be implemented at significantly low cost and ease in compact thanks to its simple optics and is applicable to OST-HMDs that employ smartphones. In addition, we confirm that CGs are clearly seen whatever the focal point by constructing a prototype.
{"title":"Optical See-Through Head-Mounted Display with Deep Depth of Field Using Pinhole Polarizing Plates","authors":"Yuki Katsumata, Wataru Yamada, H. Manabe","doi":"10.1145/3332167.3356886","DOIUrl":"https://doi.org/10.1145/3332167.3356886","url":null,"abstract":"Optical See-Through Head-Mounted Displays (OST-HMDs) have attracted much attention as augmented reality (AR) devices. Depth of field (DoF) is a key parameter for OST-HMDs because a shallow DoF often yields focal point gaps between computer-generated graphics (CGs) and real scenes forcing users to re-adjust their focus. However, it is difficult to achieve a deep DoF for CGs over real scenes in compact and low-cost devices because laser projectors or complicated optics are needed. In this paper, we propose an OST-HMD that uses polarizing plates with a pinhole to achieve a deep DoF. The optics of the proposed device comprises two polarizing plates and a beam splitter. The polarization planes of the plates are orthogonal and one of the plates has a pinhole. The key idea of the proposal is the pinhole effect using polarizing plates to achieve a deep DoF without any influence to the field of view (FoV) for real scenes. This method can be implemented at significantly low cost and ease in compact thanks to its simple optics and is applicable to OST-HMDs that employ smartphones. In addition, we confirm that CGs are clearly seen whatever the focal point by constructing a prototype.","PeriodicalId":322598,"journal":{"name":"Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology","volume":"110 32","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113945373","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}