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Augmenting multi-touch with commodity devices 增强商品设备的多点触控
Pub Date : 2013-07-20 DOI: 10.1145/2491367.2491399
F. Ortega, A. Barreto, N. Rishe
We describe two approaches to augment multi-touch user input with commodity devices (Kinect and wiiMote).
我们描述了用商品设备(Kinect和wiiMote)增强多点触摸用户输入的两种方法。
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引用次数: 0
Novel metrics for 3D remote pointing 三维远程指向的新指标
Pub Date : 2013-07-20 DOI: 10.1145/2491367.2491373
Steven J. Castellucci, Robert J. Teather, Andriy Pavlovych
We introduce new metrics to help explain 3D pointing device movement characteristics. We present a study to assess these by comparing two cursor control modes using a Sony PS Move. "Laser" mode used ray casting, while "position" mode mapped absolute device movement to cursor motion. Mouse pointing was also included, and all techniques were also analyzed with existing 2D accuracy measures. Results suggest that position mode shows promise due to its accurate and smooth pointer movements. Our 3D movement metrics do not correlate well with performance, but may be beneficial in understanding how devices are used.
我们引入了新的指标来帮助解释3D指向设备的运动特征。我们提出了一项研究,通过比较使用索尼PS移动两种光标控制模式来评估这些。“激光”模式使用光线投射,而“位置”模式将设备的绝对运动映射到光标的运动。还包括鼠标指向,并使用现有的2D精度测量方法分析所有技术。结果表明,位置模式由于其精确和平滑的指针运动而显示出前景。我们的3D移动指标与性能没有很好的关联,但可能有助于理解设备的使用方式。
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引用次数: 4
Direct 3D object manipulation on a collaborative stereoscopic display 直接三维对象操作协作立体显示
Pub Date : 2013-07-20 DOI: 10.1145/2491367.2491374
K. Özacar, Kazuki Takashima, Y. Kitamura
IllusionHole (IH) is an interactive stereoscopic tabletop display that allows multiple users to interactively observe and directly point at a particular position of a stereoscopic object in a shared workspace. We explored a mid-air direct multi-finger interaction technique to efficiently perform fundamental object manipulations for single user (e.g., selection, rotation, translation and scaling) on IH. Performance of the proposed technique was compared with a cursor-based single pointing technique by a 3D docking task. The results showed that direct object manipulation with proposed technique provides greater benefits on user experience in a collaborative environment.
IllusionHole (IH)是一种交互式立体桌面显示器,允许多个用户交互观察并直接指向共享工作空间中立体对象的特定位置。我们探索了一种空中直接多指交互技术,以有效地执行单个用户在IH上的基本对象操作(例如,选择,旋转,平移和缩放)。通过一个三维对接任务,比较了该技术与基于指针的单点对接技术的性能。结果表明,在协作环境下,使用所提出的技术进行直接对象操作可以为用户体验带来更大的好处。
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引用次数: 10
A virtually tangible 3D interaction system using an autostereoscopic display 使用自动立体显示器的虚拟有形3D交互系统
Pub Date : 2013-07-20 DOI: 10.1145/2491367.2491394
Takumi Kusano, T. Niikura, T. Komuro
We propose a virtually tangible 3D interaction system that enables direct interaction with three dimensional virtual objects which are presented on an autostereoscopic display.
我们提出了一种虚拟有形的三维交互系统,可以与三维虚拟物体直接交互,这些物体呈现在自动立体显示器上。
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引用次数: 1
Performance effects of multi-sensory displays in virtual teleoperation environments 虚拟遥操作环境下多感官显示器的性能影响
Pub Date : 2013-07-20 DOI: 10.1145/2491367.2491371
P. D. Barros, R. Lindeman
Multi-sensory displays provide information to users through multiple senses, not only through visuals. They can be designed for the purpose of creating a more-natural interface for users or reducing the cognitive load of a visual-only display. However, because multi-sensory displays are often application-specific, the general advantages of multi-sensory displays over visual-only displays are not yet well understood. Moreover, the optimal amount of information that can be perceived through multi-sensory displays without making them more cognitively demanding than a visual-only displays is also not yet clear. Last, the effects of using redundant feedback across senses on multi-sensory displays have not been fully explored. To shed some light on these issues, this study evaluates the effects of increasing the amount of multi-sensory feedback on an interface, specifically in a virtual teleoperation context. While objective data showed that increasing the number of senses in the interface from two to three led to an improvement in performance, subjective feedback indicated that multi-sensory interfaces with redundant feedback may impose an extra cognitive burden on users.
多感官显示器通过多种感官向用户提供信息,而不仅仅是通过视觉。它们的设计目的可以是为用户创造一个更自然的界面,或者减少视觉显示的认知负荷。然而,由于多感官显示通常是特定应用的,因此多感官显示相对于仅视觉显示的总体优势尚未得到很好的理解。此外,通过多感官显示而不使其比仅视觉显示需要更多认知需求的最佳信息量也尚不清楚。最后,跨感官使用冗余反馈对多感官显示的影响尚未得到充分探讨。为了阐明这些问题,本研究评估了增加界面上多感官反馈数量的影响,特别是在虚拟远程操作环境中。虽然客观数据表明,将界面中的感官数量从两个增加到三个可以提高性能,但主观反馈表明,具有冗余反馈的多感官界面可能会给用户带来额外的认知负担。
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引用次数: 17
Towards bi-manual 3D painting: generating virtual shapes with hands 走向双手三维绘画:用手生成虚拟形状
Pub Date : 2013-07-20 DOI: 10.1145/2491367.2491396
Alexis Clay, J. Lombardo, Julien Conan, N. Couture
We aim at combining surface generation by hands with 3D painting in a large space, from 10 to ~200 m2 (for a stage setup). Our long-term goal is to phase 3D surface generation in choreography, in order to produce augmented dance shows where the dancer can draw elements in 3D (characters, sets) while dancing. We present two systems; a first system in a CAVE environment, and second system more adapted to a stage setup. A comparison of both systems is provided, and an exploratory user experiment was performed, both with laypersons and dancers.
我们的目标是在10到~200平方米(舞台设置)的大空间内,将手工生成表面与3D绘画相结合。我们的长期目标是在编舞中逐步实现3D表面生成,以产生增强的舞蹈表演,舞者可以在跳舞时绘制3D元素(角色,布景)。我们提出了两种体系;第一个系统在洞穴环境中,第二个系统更适应于舞台设置。提供了两个系统的比较,并进行了探索性的用户实验,包括外行人和舞者。
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引用次数: 2
User-defined SUIs: an exploratory study 用户自定义SUIs:一项探索性研究
Pub Date : 2013-07-20 DOI: 10.1145/2491367.2491397
Alexis Clay, Anissa Samar, Maroua Ben Younes, R. Mollard, M. Wolff
In this poster we present an exploratory bottom-up experiment to assess the user's choices in terms of bodily interactions when facing a set of tasks. 29 subjects were asked to perform basic tasks on a large screen TV in three positions: standing, sitting, and lying on a couch, without any guidance on how to perform them. As such, we obtained spontaneous interaction propositions for each task. Subjects were then interviewed on their choices, and their internal representation of information and its dynamics. A statistical analysis highlighted the preferred interactions in each position.
在这张海报中,我们提出了一个探索性的自下而上的实验,以评估用户在面对一系列任务时的身体互动选择。29名受试者被要求在没有任何指导的情况下,在一个大屏幕电视前以三种姿势完成基本任务:站着、坐着和躺在沙发上。因此,我们获得了每个任务的自发交互命题。然后,研究对象就他们的选择、他们对信息的内在表征及其动态进行了采访。统计分析突出了每个位置的首选互动。
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引用次数: 0
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Symposium on Spatial User Interaction
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