首页 > 最新文献

Symposium on Spatial User Interaction最新文献

英文 中文
Minuet: Multimodal Interaction with an Internet of Things 小步舞曲:与物联网的多模态交互
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3357581
Runchang Kang, Anhong Guo, Gierad Laput, Y. Li, Xiang 'Anthony' Chen
A large number of Internet-of-Things (IoT) devices will soon populate our physical environments. Yet, IoT devices’ reliance on mobile applications and voice-only assistants as the primary interface limits their scalability and expressiveness. Building off of the classic ‘Put-That-There’ system, we contribute an exploration of the design space of voice + gesture interaction with spatially-distributed IoT devices. Our design space decomposes users’ IoT commands into two components—selection and interaction. We articulate how the permutations of voice and freehand gesture for these two components can complementarily afford interaction possibilities that go beyond current approaches. We instantiate this design space as a proof-of-concept sensing platform and demonstrate a series of novel IoT interaction scenarios, such as making ‘dumb’ objects smart, commanding robotic appliances, and resolving ambiguous pointing at cluttered devices.
大量的物联网(IoT)设备将很快填充我们的物理环境。然而,物联网设备对移动应用程序和语音助手作为主要接口的依赖限制了它们的可扩展性和表现力。在经典的“Put-That-There”系统的基础上,我们探索了与空间分布的物联网设备进行语音+手势交互的设计空间。我们的设计空间将用户的物联网命令分解为两个组件——选择和交互。我们阐明了这两个组件的声音和徒手手势的排列如何能够互补地提供超越当前方法的交互可能性。我们将这个设计空间实例化为概念验证传感平台,并展示了一系列新颖的物联网交互场景,例如使“哑”物体变得智能,指挥机器人设备,以及解决混乱设备的模糊指向。
{"title":"Minuet: Multimodal Interaction with an Internet of Things","authors":"Runchang Kang, Anhong Guo, Gierad Laput, Y. Li, Xiang 'Anthony' Chen","doi":"10.1145/3357251.3357581","DOIUrl":"https://doi.org/10.1145/3357251.3357581","url":null,"abstract":"A large number of Internet-of-Things (IoT) devices will soon populate our physical environments. Yet, IoT devices’ reliance on mobile applications and voice-only assistants as the primary interface limits their scalability and expressiveness. Building off of the classic ‘Put-That-There’ system, we contribute an exploration of the design space of voice + gesture interaction with spatially-distributed IoT devices. Our design space decomposes users’ IoT commands into two components—selection and interaction. We articulate how the permutations of voice and freehand gesture for these two components can complementarily afford interaction possibilities that go beyond current approaches. We instantiate this design space as a proof-of-concept sensing platform and demonstrate a series of novel IoT interaction scenarios, such as making ‘dumb’ objects smart, commanding robotic appliances, and resolving ambiguous pointing at cluttered devices.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125450594","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}
引用次数: 25
Pursuit Sensing: Extending Hand Tracking Space in Mobile VR Applications 追踪传感:在移动VR应用中扩展手部追踪空间
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3357578
Pascal Chiu, Kazuki Takashima, Kazuyuki Fujita, Y. Kitamura
Field of view limitations are one of the major persisting setbacks for camera-based motion tracking systems and the need for flexible ways to improve capture volumes remains. We present Pursuit Sensing, a technique to considerably extend the tracking volume of a camera sensor through self-actuated reorientation using a customized gimbal, thus enabling a Leap Motion to dynamically follow the user’s hand position in mobile HMD scenarios. This technique provides accessibility and high hardware compatibility for both users and developers while remaining simple and inexpensive to implement. Our technical evaluation shows that the proposed solution successfully increases hand tracking volume by 142% in pitch and 44% in yaw compared to the camera’s base FOV, while featuring low latency and robustness against fast hand movements.
视场限制是基于相机的运动跟踪系统持续存在的主要障碍之一,并且仍然需要灵活的方法来提高捕获量。我们提出了一种追踪传感技术,该技术通过使用定制的万向架来自驱动重新定向,从而大大扩展了相机传感器的跟踪体积,从而使Leap Motion能够在移动头戴式显示器场景中动态跟踪用户的手部位置。该技术为用户和开发人员提供了可访问性和高硬件兼容性,同时保持了简单和低成本的实现。我们的技术评估表明,与相机的基本视场相比,所提出的解决方案成功地将手部跟踪体积在俯仰上增加了142%,在偏航上增加了44%,同时具有低延迟和对快速手部运动的鲁棒性。
{"title":"Pursuit Sensing: Extending Hand Tracking Space in Mobile VR Applications","authors":"Pascal Chiu, Kazuki Takashima, Kazuyuki Fujita, Y. Kitamura","doi":"10.1145/3357251.3357578","DOIUrl":"https://doi.org/10.1145/3357251.3357578","url":null,"abstract":"Field of view limitations are one of the major persisting setbacks for camera-based motion tracking systems and the need for flexible ways to improve capture volumes remains. We present Pursuit Sensing, a technique to considerably extend the tracking volume of a camera sensor through self-actuated reorientation using a customized gimbal, thus enabling a Leap Motion to dynamically follow the user’s hand position in mobile HMD scenarios. This technique provides accessibility and high hardware compatibility for both users and developers while remaining simple and inexpensive to implement. Our technical evaluation shows that the proposed solution successfully increases hand tracking volume by 142% in pitch and 44% in yaw compared to the camera’s base FOV, while featuring low latency and robustness against fast hand movements.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127193161","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}
引用次数: 13
Investigating the Effect of Distractor Interactivity for Redirected Walking in Virtual Reality 研究虚拟现实中干扰物交互对重定向行走的影响
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3357580
Robbe Cools, A. Simeone
Due to the mismatch in size between a Virtual Environment and the physical space available, the use of alternative locomotion techniques becomes necessary. In small spaces, Redirected Walking methods provide limited benefits and approaches such as the use of distractors can provide an alternative. Distractors are virtual elements or characters that attempt to catch the attention of the user while the system subtly steers them away from physical boundaries. In this research we explicitly focused on understanding how different levels of interactivity affect user performance and behaviour. We developed three types of continuous redirecting distractors, with varying levels of interaction possibilities, called Looking, Touching, and Interacting. We compared them in a user study to a discrete reorientation technique, called Stop and Reset, in a task requiring users to traverse a 30 m path. While discrete reorientation is faster, continuous redirection through distractors was significantly less noticeable. Results suggest that more complex interaction is preferred and able to better captivate user attention for longer.
由于虚拟环境和可用物理空间之间的大小不匹配,使用替代运动技术变得必要。在小空间中,重定向行走方法提供的好处有限,而使用分心物等方法可以提供另一种选择。干扰因素是虚拟元素或角色,它们试图吸引用户的注意力,而系统则巧妙地引导他们远离物理边界。在这项研究中,我们明确地专注于理解不同层次的交互性如何影响用户的表现和行为。我们开发了三种类型的连续重定向干扰物,它们具有不同程度的交互可能性,称为“看”、“触摸”和“交互”。在一项用户研究中,我们将它们与一项名为“停止和重置”的离散重新定向技术进行了比较,该技术要求用户穿越30米的路径。虽然离散重定向更快,但通过干扰物的连续重定向明显不那么明显。结果表明,更复杂的交互是首选,能够更好地吸引用户的注意力更长时间。
{"title":"Investigating the Effect of Distractor Interactivity for Redirected Walking in Virtual Reality","authors":"Robbe Cools, A. Simeone","doi":"10.1145/3357251.3357580","DOIUrl":"https://doi.org/10.1145/3357251.3357580","url":null,"abstract":"Due to the mismatch in size between a Virtual Environment and the physical space available, the use of alternative locomotion techniques becomes necessary. In small spaces, Redirected Walking methods provide limited benefits and approaches such as the use of distractors can provide an alternative. Distractors are virtual elements or characters that attempt to catch the attention of the user while the system subtly steers them away from physical boundaries. In this research we explicitly focused on understanding how different levels of interactivity affect user performance and behaviour. We developed three types of continuous redirecting distractors, with varying levels of interaction possibilities, called Looking, Touching, and Interacting. We compared them in a user study to a discrete reorientation technique, called Stop and Reset, in a task requiring users to traverse a 30 m path. While discrete reorientation is faster, continuous redirection through distractors was significantly less noticeable. Results suggest that more complex interaction is preferred and able to better captivate user attention for longer.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126377324","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}
引用次数: 17
Symposium on Spatial User Interaction 空间用户交互研讨会
Pub Date : 2019-10-19 DOI: 10.1145/3357251
{"title":"Symposium on Spatial User Interaction","authors":"","doi":"10.1145/3357251","DOIUrl":"https://doi.org/10.1145/3357251","url":null,"abstract":"","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121536405","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}
引用次数: 0
An Adaptive Interface for Spatial Augmented Reality Workspaces 空间增强现实工作空间的自适应界面
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3360005
W. Lages, D. Bowman
A promising feature of wearable augmented reality devices is the ability to easily access information on the go. However, designing AR interfaces that can support user movement and also adjust to different physical environments is a challenging task. We present an interaction system for AR windows that uses adaptation to automatically perform level window movement while allowing high-level user control.
可穿戴增强现实设备的一个很有前途的特点是能够在旅途中轻松访问信息。然而,设计既能支持用户移动又能适应不同物理环境的AR界面是一项具有挑战性的任务。我们提出了一个AR窗口的交互系统,该系统使用自适应来自动执行级别窗口移动,同时允许高级用户控制。
{"title":"An Adaptive Interface for Spatial Augmented Reality Workspaces","authors":"W. Lages, D. Bowman","doi":"10.1145/3357251.3360005","DOIUrl":"https://doi.org/10.1145/3357251.3360005","url":null,"abstract":"A promising feature of wearable augmented reality devices is the ability to easily access information on the go. However, designing AR interfaces that can support user movement and also adjust to different physical environments is a challenging task. We present an interaction system for AR windows that uses adaptation to automatically perform level window movement while allowing high-level user control.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124849785","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}
引用次数: 0
Blended Agents: Manipulation of Physical Objects within Mixed Reality Environments and Beyond 混合代理:物理对象在混合现实环境和超越的操作
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3357591
S. Schmidt, Oscar Ariza, Frank Steinicke
Mixed reality (MR) environments allow real users and virtual agents to coexist within the same virtually augmented physical space. While tracking of different body parts such as the user’s head and hands allows virtual objects to show plausible reactions to actions of the real user, virtual agents only have a very limited influence on their physical environment. In this paper, we introduce the concept of blended agents, which are capable of manipulations of physical properties related to the object’s location and surface material. We present two prototypic implementations of virtual-physical interactions using robotic actuators and thermochromic ink. As both interactions show considerably different characteristics, e.g., with regard to their persistence, explicability, and observability, we performed a user study to investigate their effects on subjective measures such as the agent’s perceived social and spatial presence. In the context of a golf scenario, participants were interacting with a blended agent that was capable of virtual-physical manipulations such as hitting a golf ball and writing on physical paper. A statistical analysis of quantitative data did not yield any significant differences between blended agents and VAs without physical capabilities. However, qualitative feedback of the participants indicates that persistent manipulations improve both the perceived realism of the agent and the overall user experience.
混合现实(MR)环境允许真实用户和虚拟代理在相同的虚拟增强物理空间中共存。虽然跟踪不同的身体部位,如用户的头和手,允许虚拟对象对真实用户的动作显示合理的反应,但虚拟代理对其物理环境的影响非常有限。在本文中,我们介绍了混合剂的概念,它能够操纵与物体位置和表面材料相关的物理特性。我们提出了两个使用机器人执行器和热致变色墨水的虚拟物理交互的原型实现。由于这两种交互表现出相当不同的特征,例如,在持久性、可解释性和可观察性方面,我们进行了一项用户研究,以调查它们对主观测量(如代理感知的社会和空间存在)的影响。在高尔夫场景的背景下,参与者与能够进行虚拟-物理操作的混合代理进行交互,例如击打高尔夫球和在物理纸上写字。定量数据的统计分析没有发现混合剂和无物理性能的VAs之间有任何显著差异。然而,参与者的定性反馈表明,持续的操作提高了代理的感知真实感和整体用户体验。
{"title":"Blended Agents: Manipulation of Physical Objects within Mixed Reality Environments and Beyond","authors":"S. Schmidt, Oscar Ariza, Frank Steinicke","doi":"10.1145/3357251.3357591","DOIUrl":"https://doi.org/10.1145/3357251.3357591","url":null,"abstract":"Mixed reality (MR) environments allow real users and virtual agents to coexist within the same virtually augmented physical space. While tracking of different body parts such as the user’s head and hands allows virtual objects to show plausible reactions to actions of the real user, virtual agents only have a very limited influence on their physical environment. In this paper, we introduce the concept of blended agents, which are capable of manipulations of physical properties related to the object’s location and surface material. We present two prototypic implementations of virtual-physical interactions using robotic actuators and thermochromic ink. As both interactions show considerably different characteristics, e.g., with regard to their persistence, explicability, and observability, we performed a user study to investigate their effects on subjective measures such as the agent’s perceived social and spatial presence. In the context of a golf scenario, participants were interacting with a blended agent that was capable of virtual-physical manipulations such as hitting a golf ball and writing on physical paper. A statistical analysis of quantitative data did not yield any significant differences between blended agents and VAs without physical capabilities. However, qualitative feedback of the participants indicates that persistent manipulations improve both the perceived realism of the agent and the overall user experience.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130836208","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}
引用次数: 10
Gaze Direction Visualization Techniques for Collaborative Wide-Area Model-Free Augmented Reality 协同广域无模型增强现实注视方向可视化技术
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3357583
Yuan Li, Feiyu Lu, W. Lages, D. Bowman
In collaborative tasks, it is often important for users to understand their collaborator’s gaze direction or gaze target. Using an augmented reality (AR) display, a ray representing the collaborator’s gaze can be used to convey such information. In wide-area AR, however, a simplistic virtual ray may be ambiguous at large distances, due to the lack of occlusion cues when a model of the environment is unavailable. We describe two novel visualization techniques designed to improve gaze ray effectiveness by facilitating visual matching between rays and targets (Double Ray technique), and by providing spatial cues to help users understand ray orientation (Parallel Bars technique). In a controlled experiment performed in a simulated AR environment, we evaluated these gaze ray techniques on target identification tasks with varying levels of difficulty. The experiment found that, assuming reliable tracking and an accurate collaborator, the Double Ray technique is highly effective at reducing visual ambiguity, but that users found it difficult to use the spatial information provided by the Parallel Bars technique. We discuss the implications of these findings for the design of collaborative mobile AR systems for use in large outdoor areas.
在协作任务中,用户了解合作者的注视方向或注视目标通常是很重要的。使用增强现实(AR)显示器,可以使用代表合作者目光的光线来传达这些信息。然而,在广域增强现实中,由于缺乏环境模型时缺乏遮挡线索,简单的虚拟光线在远距离上可能是模糊的。我们描述了两种新的可视化技术,旨在通过促进射线和目标之间的视觉匹配(双射线技术)和通过提供空间线索帮助用户理解射线方向(平行杆技术)来提高凝视射线的有效性。在模拟AR环境中进行的对照实验中,我们评估了这些凝视射线技术在不同难度的目标识别任务中的作用。实验发现,假设可靠的跟踪和精确的合作者,双光线技术在减少视觉模糊方面非常有效,但用户发现很难使用双杠技术提供的空间信息。我们讨论了这些发现对设计用于大型户外区域的协作移动AR系统的影响。
{"title":"Gaze Direction Visualization Techniques for Collaborative Wide-Area Model-Free Augmented Reality","authors":"Yuan Li, Feiyu Lu, W. Lages, D. Bowman","doi":"10.1145/3357251.3357583","DOIUrl":"https://doi.org/10.1145/3357251.3357583","url":null,"abstract":"In collaborative tasks, it is often important for users to understand their collaborator’s gaze direction or gaze target. Using an augmented reality (AR) display, a ray representing the collaborator’s gaze can be used to convey such information. In wide-area AR, however, a simplistic virtual ray may be ambiguous at large distances, due to the lack of occlusion cues when a model of the environment is unavailable. We describe two novel visualization techniques designed to improve gaze ray effectiveness by facilitating visual matching between rays and targets (Double Ray technique), and by providing spatial cues to help users understand ray orientation (Parallel Bars technique). In a controlled experiment performed in a simulated AR environment, we evaluated these gaze ray techniques on target identification tasks with varying levels of difficulty. The experiment found that, assuming reliable tracking and an accurate collaborator, the Double Ray technique is highly effective at reducing visual ambiguity, but that users found it difficult to use the spatial information provided by the Parallel Bars technique. We discuss the implications of these findings for the design of collaborative mobile AR systems for use in large outdoor areas.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134500073","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}
引用次数: 22
One-Handed Interaction Technique for Single-Touch Gesture Input on Large Smartphones 大型智能手机单触手势输入的单手交互技术
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3358750
Kyohei Hakka, Toshiya Isomoto, B. Shizuki
We propose a one-handed interaction technique using cursor based on touch pressure to enable users to perform various single-touch gestures such as a tap, swipe, drag, and double-tap on unreachable targets. In the proposed technique, cursor mode is started by swiping from the bezel. Touch-down and touch-up events occur at the cursor position when users increase and decrease touch pressure, respectively. Since touch-down and touch-up event triggers are different but easily performed by just adjusting the touch pressure of the thumb from low to high or vice versa, the user can perform single-touch gestures at the cursor position with the thumb. To investigate the performance of the proposed technique, we conducted a pilot study; the results showed that the proposed technique is promising for one-handed interaction technique.
我们提出了一种单手交互技术,使用基于触摸压力的光标,使用户能够在无法到达的目标上执行各种单点触摸手势,如点击、滑动、拖动和双击。在提出的技术中,光标模式是通过从边框上滑动开始的。当用户增加和减少触摸压力时,触控和触控事件分别发生在光标位置。由于触控和触控事件触发器不同,但只需通过调整拇指的触控压力从低到高或反之即可轻松执行,因此用户可以用拇指在光标位置执行单点触控手势。为了研究所提出的技术的性能,我们进行了一项试点研究;结果表明,该技术在单手交互技术中具有广阔的应用前景。
{"title":"One-Handed Interaction Technique for Single-Touch Gesture Input on Large Smartphones","authors":"Kyohei Hakka, Toshiya Isomoto, B. Shizuki","doi":"10.1145/3357251.3358750","DOIUrl":"https://doi.org/10.1145/3357251.3358750","url":null,"abstract":"We propose a one-handed interaction technique using cursor based on touch pressure to enable users to perform various single-touch gestures such as a tap, swipe, drag, and double-tap on unreachable targets. In the proposed technique, cursor mode is started by swiping from the bezel. Touch-down and touch-up events occur at the cursor position when users increase and decrease touch pressure, respectively. Since touch-down and touch-up event triggers are different but easily performed by just adjusting the touch pressure of the thumb from low to high or vice versa, the user can perform single-touch gestures at the cursor position with the thumb. To investigate the performance of the proposed technique, we conducted a pilot study; the results showed that the proposed technique is promising for one-handed interaction technique.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125048469","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}
引用次数: 4
V-Rod: Floor Interaction in VR V-Rod: VR中的地板互动
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3358756
Andrew Rukangu, A. Tuttle, Anton Franzluebbers, K. Johnsen
We present a novel cane-based device for interacting with floors in Virtual Reality (VR). We demonstrate its versatility and flexibility in several use-case scenarios like gaming and menu interaction. Initial feedback from users point towards better control in spatial tasks and increased comfort for tasks which require the users’ arms to be raised or extended for extended periods. By including a networked example, we are able to explore the asymmetrical aspect of VR interaction using the V-Rod. We demonstrate that the hardware and circuitry can deliver acceptable performance even for demanding applications. In addition, we propose that using a grounded, passive haptic device gives the user a better sense of balance, therefore decreasing risk of VR sickness. VR Balance is a game that intends to quantify the difference in comfort, intuitiveness and accuracy when using or not using a grounded passive haptic device.
我们提出了一种基于手杖的虚拟现实(VR)地板交互装置。我们在几个用例场景中展示了它的多功能性和灵活性,比如游戏和菜单交互。用户最初的反馈表明,它可以更好地控制空间任务,并增加了需要用户长时间抬起或伸展手臂的任务的舒适度。通过包括一个网络的例子,我们能够探索使用V-Rod的VR交互的不对称方面。我们证明,硬件和电路可以提供可接受的性能,即使是苛刻的应用。此外,我们建议使用接地的被动触觉设备给用户更好的平衡感,从而降低VR疾病的风险。VR Balance是一款游戏,旨在量化使用或不使用接地被动触觉设备时舒适度,直观性和准确性的差异。
{"title":"V-Rod: Floor Interaction in VR","authors":"Andrew Rukangu, A. Tuttle, Anton Franzluebbers, K. Johnsen","doi":"10.1145/3357251.3358756","DOIUrl":"https://doi.org/10.1145/3357251.3358756","url":null,"abstract":"We present a novel cane-based device for interacting with floors in Virtual Reality (VR). We demonstrate its versatility and flexibility in several use-case scenarios like gaming and menu interaction. Initial feedback from users point towards better control in spatial tasks and increased comfort for tasks which require the users’ arms to be raised or extended for extended periods. By including a networked example, we are able to explore the asymmetrical aspect of VR interaction using the V-Rod. We demonstrate that the hardware and circuitry can deliver acceptable performance even for demanding applications. In addition, we propose that using a grounded, passive haptic device gives the user a better sense of balance, therefore decreasing risk of VR sickness. VR Balance is a game that intends to quantify the difference in comfort, intuitiveness and accuracy when using or not using a grounded passive haptic device.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125181859","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}
引用次数: 0
SIGMA: Spatial Interaction Gaming for Movie- and Arena-goers 面向电影和竞技场观众的空间互动游戏
Pub Date : 2019-10-19 DOI: 10.1145/3357251.3358758
Krzysztof Pietroszek
We present SIGMA, a mass interaction system for playing games in movie theatres and arenas. SIGMA uses players’ smartphones as spatial game controllers. The games for SIGMA use novel techniques for aggregating mass interactions, which we introduce using “Little Red Riding Hood” interactive storybook as a case study.
我们提出了SIGMA,一个在电影院和舞台上玩游戏的大众互动系统。SIGMA使用玩家的智能手机作为空间游戏控制器。SIGMA的游戏使用了新颖的技术来聚集大量的互动,我们以“小红帽”互动故事书为例进行了介绍。
{"title":"SIGMA: Spatial Interaction Gaming for Movie- and Arena-goers","authors":"Krzysztof Pietroszek","doi":"10.1145/3357251.3358758","DOIUrl":"https://doi.org/10.1145/3357251.3358758","url":null,"abstract":"We present SIGMA, a mass interaction system for playing games in movie theatres and arenas. SIGMA uses players’ smartphones as spatial game controllers. The games for SIGMA use novel techniques for aggregating mass interactions, which we introduce using “Little Red Riding Hood” interactive storybook as a case study.","PeriodicalId":370782,"journal":{"name":"Symposium on Spatial User Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131241248","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}
引用次数: 0
期刊
Symposium on Spatial User Interaction
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1