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Mixed-Reality Exhibition for Museum of Peace Corps Experiences using AHMED toolset 使用AHMED工具集的和平队体验博物馆混合现实展览
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3358754
Krzysztof Pietroszek
We present a mixed-reality exhibition for the Museum of Peace Corps Experiences designed using the Ad-Hoc Mixed-reality Exhibition Designer (AHMED) toolset. AHMED enables visitors to experience mixed-reality museum or art exhibitions created ad-hoc at any location. The system democratizes access to exhibitions for populations that cannot visit these exhibitions in person for reasons of disability, time-constraints, travel restrictions, or socio-economic status.
我们使用Ad-Hoc混合现实展览设计师(AHMED)工具集为和平队体验博物馆设计了一个混合现实展览。AHMED可以让游客在任何地点体验混合现实的博物馆或艺术展览。该系统使由于残疾、时间限制、旅行限制或社会经济地位等原因无法亲自参观展览的人群能够无障碍地参观展览。
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引用次数: 3
Interaction can hurt - Exploring gesture-based interaction for users with Chronic Pain 互动会伤害——探索基于手势的慢性疼痛用户互动
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3357589
G. M. Poor, Alvin Jude
Chronic Pain is a universal disorder affecting millions of people, influencing even the most basic decisions in their lives. With the computer becoming such an integral part of our society and the ever-expanding interaction paradigm, the need to explore potential computer interactions for people with Chronic Pain has only increased. In this paper we explore the used of gesture-based interaction as a medium with which these users can perform the base operations of computer interaction. We show that, for gestural pointing and selection, modeling users’ interaction space and multimodel interaction performed the best in terms of throughput.
慢性疼痛是一种普遍的疾病,影响着数百万人,甚至影响着他们生活中最基本的决定。随着计算机成为我们社会中不可或缺的一部分,以及不断扩展的交互范例,探索慢性疼痛患者潜在的计算机交互的需求只会增加。在本文中,我们探索使用基于手势的交互作为这些用户可以执行计算机交互的基本操作的媒介。研究表明,对于手势指向和选择,建模用户交互空间和多模型交互在吞吐量方面表现最好。
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引用次数: 2
Preliminary Study of Screen Extension for Smartphone Using External Display 智能手机外置显示屏屏幕扩展的初步研究
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3359750
Yuta Urushiyama, B. Shizuki, Shin Takahashi
There are some techniques to show the smartphone’s content on an external display in large. However, since smartphones are designed for mobility, a seamless interaction is necessary to make the best use of external display by a smartphone. We are currently exploring the feasibility of another technique, which we call Screen Extension. Our technique seamlessly adds display spaces to a smartphone using an external display, allowing users to use displays available in many places. To test search performance with Screen Extension, we conducted a pilot study; which suggested that Screen Extension helps users to search content faster.
有一些技术可以在外部大屏幕上显示智能手机的内容。然而,由于智能手机是为移动性而设计的,为了充分利用智能手机的外部显示,无缝交互是必要的。我们目前正在探索另一种技术的可行性,我们称之为屏幕扩展。我们的技术使用外部显示器无缝地为智能手机添加显示空间,允许用户在许多地方使用可用的显示器。为了测试屏幕扩展的搜索性能,我们进行了一个试点研究;这表明屏幕扩展可以帮助用户更快地搜索内容。
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引用次数: 1
Adjustable Adaptation for Spatial Augmented Reality Workspaces 空间增强现实工作空间的可调适应性
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3358755
W. Lages, D. Bowman
Many cases in which augmented reality would be useful in everyday life requires the ability to access to information on the go. This means that interfaces should support user movement and also adjust to different physical environments. Prior research has showed that spatial adaptation can reduce the effort required to manage windows when walking and moving to different spaces. We designed and implemented an unified interaction system for AR windows that allow users to quickly switch and fine tune spatial adaptation. Our study indicates that a small number of adaptive behaviors is sufficient to facilitate information access in variety of conditions.
增强现实在日常生活中发挥作用的许多情况都需要能够随时随地获取信息。这意味着界面应该支持用户移动,并适应不同的物理环境。先前的研究表明,空间适应性可以减少行走和移动到不同空间时管理窗户的工作量。我们设计并实现了一个统一的AR窗口交互系统,允许用户快速切换和微调空间适应。我们的研究表明,少量的适应行为足以促进各种条件下的信息获取。
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引用次数: 8
Collaborative Interaction in Large Explorative Environments 大型探索环境中的协作交互
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3360017
J. Woodworth, David M. Broussard, C. Borst
Building collaborative VR applications for exploring and interacting with large or abstract spaces presents several problems. Given a large space and a potentially large number of possible interactions, it is expected that users will need a tool selection menu that will be easily accessible at any point in the environment. Given the collaborative nature, users will also want to be able to maintain awareness of each other within the environment and communicate about what they are seeing or doing. We present a demo that shows solutions to these problems developed in the context of a collaborative geological dataset viewer.
构建用于探索和与大型或抽象空间交互的协作VR应用程序存在几个问题。给定一个大的空间和潜在的大量可能的交互,预计用户将需要一个在环境中的任何位置都可以轻松访问的工具选择菜单。考虑到协作的本质,用户还希望能够在环境中保持对彼此的意识,并就他们所看到或正在做的事情进行交流。我们提供了一个演示,展示了在协作地质数据集查看器的背景下开发的这些问题的解决方案。
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引用次数: 0
Virtual Window Manipulation Method for Head-mounted Display Using Smart Device 基于智能设备的头戴式显示器虚拟窗口操作方法
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3358753
Shu Sorimachi, Kota Kita, Mitsunori Matsushita
In this paper, we propose a virtual window manipulation method used for information search while utilizing a head-mounted display (HMD). Existing HMD operation methods have several issues like causing user fatigue and processing input tasks inefficiently. Such problems are difficult to solve simultaneously. Therefore, we propose using head tracking cursors and smart devices. The suggested method aims to operate a head tracking cursor by swiping input on the smart device. In this paper, we compared the operability of this new method and the classic hand tracking one based on the results of user experiments. As a result, it was confirmed that operability of the proposed method is deemed to be high.
在本文中,我们提出了一种虚拟窗口操作方法,用于信息搜索,同时利用头戴式显示器(HMD)。现有的HMD操作方法存在用户疲劳、输入任务处理效率低下等问题。这些问题很难同时解决。因此,我们建议使用头部跟踪光标和智能设备。建议的方法旨在通过在智能设备上滑动输入来操作头部跟踪光标。在用户实验的基础上,对比了该方法与经典手部跟踪方法的可操作性。结果证实,所建议的方法的可操作性被认为是很高的。
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引用次数: 0
Understanding the Effect of the Combination of Navigation Tools in Learning Spatial Knowledge 了解导航工具组合在空间知识学习中的作用
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3357582
S. Dey, W. Fu, Karrie Karahalios
Spatial knowledge about the environment often helps people accomplish their navigation and wayfinding tasks more efficiently. Off-the-shelf mobile navigation applications often focus on guiding people to go between two locations, ignoring the importance of learning spatial knowledge. Drawing on theories and findings from the area of learning spatial knowledge, we investigated how the background reference frames (RF) and navigational cues can be combined in navigation applications to help people acquire better spatial (route and survey) knowledge. We conducted two user studies, where participants used our custom-designed applications to navigate in an indoor location. We found that having more navigational cues in a navigation application does not always assist users in acquiring better spatial knowledge; rather, these cues can be distracting in some specific setups. Users can acquire better spatial knowledge only when the navigational cues complement each other in the interface design. We discussed the implications of designing navigation interfaces that can assist users in learning spatial knowledge by combining navigational elements in a complimentary way.
关于环境的空间知识通常有助于人们更有效地完成导航和寻路任务。现成的移动导航应用往往侧重于引导人们在两个位置之间行走,而忽略了学习空间知识的重要性。基于空间知识学习领域的理论和研究成果,我们研究了背景参考框架(RF)和导航线索如何在导航应用中结合起来,以帮助人们获得更好的空间(路线和测量)知识。我们进行了两项用户研究,参与者使用我们定制的应用程序在室内进行导航。我们发现,在导航应用程序中有更多的导航提示并不总能帮助用户获得更好的空间知识;相反,在某些特定的设置中,这些提示可能会分散注意力。只有导航线索在界面设计中相互补充,用户才能获得更好的空间知识。我们讨论了设计导航界面的含义,该界面可以通过以互补的方式组合导航元素来帮助用户学习空间知识。
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引用次数: 1
Strafing Gain: A Novel Redirected Walking Technique 扫射增益:一种新的重定向行走技术
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3358757
Christopher You, Evan Suma Rosenberg, Jerald Thomas
Redirected walking enables natural locomotion in virtual environments that are larger than the user’s real world space. However, in complex setups with physical obstacles, existing redirection techniques that were originally designed for empty spaces may be sub-optimal. This poster presents strafing gains, a novel redirected walking technique that can be used to shift the user laterally away from obstacles without disrupting their current orientation. In the future, we plan to conduct a study to identify perceptual detection thresholds and investigate new algorithms that can use strafing gains in combination with other existing redirection techniques to achieve superior obstacle avoidance in complex physical spaces.
重定向行走能够在虚拟环境中实现比用户真实世界空间更大的自然运动。然而,在有物理障碍的复杂设置中,现有的重定向技术最初是为空白空间设计的,可能不是最优的。这张海报展示了一种新的定向行走技术,可以让用户横向移动,远离障碍物,而不会破坏他们当前的方向。在未来,我们计划开展一项研究,以确定感知检测阈值,并研究新的算法,这些算法可以结合其他现有的重定向技术,利用散射增益在复杂的物理空间中实现更好的避障。
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引用次数: 6
Remote Robotic Arm Teleoperation through Virtual Reality 基于虚拟现实的远程机械臂遥操作
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3359444
Anton Franzluebbers, Kyle A. Johnson
In this work, a spatial interface was designed and evaluated for enabling effective teleoperation of bi-manual robotic manipulators. Previous work in this area has investigated using immersive virtual reality systems to provide more natural, intuitive spatial control and viewing of the remote robot workspace. The current work builds upon this research through the design of the teleoperator interface and by additionally studying how varying the spatial interaction metaphor and devices employed to control the robot impacts task performance. A user study was conducted with 33 novice teleoperators split into two groups by interaction metaphor used to control the robot end-effectors, one group using a grabbing metaphor with tracked motion controllers (Oculus Touch) and the other using driving metaphor with two fixed 6-axis controllers (3Dconnexion SpaceMouse). Results indicated that, despite the challenging task, both interfaces were highly effective for bimanual teleoperation, but that motion controls provided higher peak performance, likely due to faster gross movement planning.
在这项工作中,设计和评估了一个空间接口,以实现双手机器人的有效遥操作。该领域之前的工作已经研究了使用沉浸式虚拟现实系统来提供更自然、直观的空间控制和远程机器人工作空间的查看。当前的工作建立在这项研究的基础上,通过设计远程操作员界面,并通过额外研究如何改变空间交互隐喻和用于控制机器人的设备影响任务性能。对33名新手进行了一项用户研究,他们被分为两组,一组使用带有跟踪运动控制器的抓取隐喻(Oculus Touch),另一组使用带有两个固定6轴控制器的驾驶隐喻(3Dconnexion SpaceMouse)。结果表明,尽管具有挑战性的任务,两个界面都是非常有效的双手远程操作,但运动控制提供了更高的峰值性能,可能是由于更快的总体运动规划。
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引用次数: 11
Visual Cues to Restore Student Attention based on Eye Gaze Drift, and Application to an Offshore Training System 基于目光漂移的视觉线索恢复学生注意力及其在海上训练系统中的应用
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3360007
Andrew Yoshimura, Adil Khokhar, C. Borst
Drifting student attention is a common problem in educational environments. We demonstrate 8 attention-restoring visual cues for display when eye tracking detects that student attention shifts away from critical objects. These cues include novel aspects and variations of standard cues that performed well in prior work on visual guidance. Our cues are integrated into an offshore training system on an oil rig. While students participate in training on the oil rig, we can compare our various cues in terms of performance and student preference, while also observing the impact of eye tracking. We demonstrate experiment software with which users can compare various cues and tune selected parameters for visual quality and effectiveness.
学生注意力漂移是教育环境中普遍存在的问题。当眼动追踪检测到学生的注意力从关键物体上转移时,我们展示了8个恢复注意力的视觉线索。这些线索包括在先前的视觉引导工作中表现良好的标准线索的新方面和变化。我们的球杆被集成到石油钻井平台的海上训练系统中。当学生们在石油钻井平台上参加训练时,我们可以根据表现和学生偏好来比较我们的各种线索,同时也可以观察眼动追踪的影响。我们演示了实验软件,用户可以用它来比较不同的线索和调整所选择的参数,以提高视觉质量和效果。
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引用次数: 4
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Symposium on Spatial User Interaction
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