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Proceedings of the 2016 ACM Companion on Interactive Surfaces and Spaces最新文献

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A Taxonomy for Designing Walking-based Locomotion Techniques for Virtual Reality 基于步行的虚拟现实运动技术设计分类
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3010076
Mahdi Nabiyouni, D. Bowman
Designers have yet to find a fully general and effective solution to solve the problem of walking in large or unlimited virtual environments. A detailed taxonomy of walking-based locomotion techniques would be beneficial to better understand, analyze, and design walking techniques for virtual reality (VR). We present a taxonomy that can help designers and researchers investigate the fundamental components of locomotion techniques. Researchers can create novel locomotion techniques by making choices from the components of this taxonomy, analyze and improve existing techniques, or perform experiments to evaluate locomotion techniques in detail using the organization we present.
设计师们还没有找到一个完全通用和有效的解决方案来解决在大型或无限的虚拟环境中行走的问题。基于步行的运动技术的详细分类将有助于更好地理解、分析和设计虚拟现实(VR)的步行技术。我们提出了一个分类法,可以帮助设计师和研究人员调查运动技术的基本组成部分。研究人员可以通过从这个分类的组成部分中做出选择来创造新的运动技术,分析和改进现有的技术,或者使用我们提出的组织进行实验来详细评估运动技术。
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引用次数: 30
Personalized Views for Immersive Analytics 个性化视图沉浸式分析
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3009953
Santiago Bonada, Rafael Veras, C. Collins
In this paper we present work-in-progress toward a vision of personalized views of visual analytics interfaces in the context of collaborative analytics in immersive spaces. In particular, we are interested in the sense of immersion, responsiveness, and personalization afforded by gaze-based input. Through combining large screen visual analytics tools with eye-tracking, a collaborative visual analytics system can become egocentric while not disrupting the collaborative nature of the experience. We present a prototype system and several ideas for real-time personalization of views in visual analytics.
在本文中,我们介绍了在沉浸式空间中协作分析背景下可视化分析界面的个性化视图的工作进展。我们特别感兴趣的是沉浸感、响应性和基于注视的输入所带来的个性化。通过将大屏幕视觉分析工具与眼球追踪相结合,协作视觉分析系统可以变得以自我为中心,同时不会破坏体验的协作本质。我们提出了一个原型系统和一些在视觉分析中实时个性化视图的想法。
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引用次数: 7
Immersive Analysis of Health-Related Data with Mixed Reality Interfaces: Potentials and Open Question 与混合现实接口的健康相关数据的沉浸式分析:潜力和开放问题
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3009951
Jens Müller, Simon Butscher, Harald Reiterer
In this paper we propose Mixed Reality (MR) interfaces as tools for the analysis and exploration of health-related data. Reported findings originate from the research project "SMARTACT" in which several intervention studies are conducted to investigate how participants' long-term health behavior can be improved. We conducted a focus group to identify limitations of current data analysis technologies and practices, possible uses of MR interfaces and associated open questions to leverage their potentials in the given domain.
在本文中,我们提出混合现实(MR)接口作为分析和探索健康相关数据的工具。报告的发现源于“SMARTACT”研究项目,其中进行了几项干预研究,以调查如何改善参与者的长期健康行为。我们进行了一个焦点小组,以确定当前数据分析技术和实践的局限性,MR接口的可能用途和相关的开放问题,以利用它们在给定领域的潜力。
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引用次数: 6
Use of Landmarks to Design Large and Efficient Command Interfaces 使用地标来设计大而高效的命令界面
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3009942
Md. Sami Uddin
Rapid command selection is a priority for the user interface designers. Spatial memory is an effective way to improve the selection performance, since it allows users to make quick selection decisions from the memory rather than relying on the slow visual search. Spatial learning in the real world leverages landmarks available in the environment, but user interfaces often lack in visual landmarks. As a result, when the number of commands increases, remembering locations and efficient command selection become difficult. To improve the efficiency of memory-based user interfaces, I am investigating the use of landmarks in different spatially-stable interfaces. With a series of exemplar interfaces, I am trying to exploit the interface and human factors related to users' spatial knowledge. I along with my colleagues developed a new memory-based technique -- HandMark menu that uses the hands and fingers as landmarks, and helps users to remember commands placed between and around them. My current research investigates the use of both natural and artificial landmarks in spatial interfaces, and their effects in rapid spatial memory development.
快速的命令选择是用户界面设计者优先考虑的问题。空间记忆是提高选择性能的有效方法,因为它允许用户从记忆中做出快速的选择决定,而不是依赖于缓慢的视觉搜索。现实世界中的空间学习利用环境中可用的地标,但用户界面通常缺乏视觉地标。因此,当命令数量增加时,记忆位置和有效的命令选择变得困难。为了提高基于记忆的用户界面的效率,我正在研究地标在不同空间稳定界面中的使用。通过一系列的范例界面,我试图挖掘与用户空间知识相关的界面和人为因素。我和我的同事们开发了一种新的基于记忆的技术——HandMark菜单,它用手和手指作为标志,帮助用户记住他们之间和周围的命令。我目前的研究调查了自然和人工地标在空间界面中的使用,以及它们对快速空间记忆发展的影响。
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引用次数: 4
Visual Immersion in the Context of Wall Displays 在墙上展示的背景下的视觉沉浸
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3009945
Arnaud Prouzeau, A. Bezerianos, O. Chapuis
Immersion is the subjective impression of being deeply involved in a specific situation, and can be sensory or cognitive. In this position paper, we use a basic model of visual perception to study how ultra-high resolution wall displays can provide visual immersion. With their large size, depending on the position of viewers in front of them, wall displays can provide a surrounding and vivid environment. Users close to the wall can have their visual field filled by the wall and they are able to see clearly a large amount information with a fine resolution. However, when close to the wall, visual distortion due to large possible viewing angles, can affect the viewing of data. On the contrary, from far away, distortion is no longer an issue, but the viewers' visual field is not fully contained inside the wall, and the information details seen are less fine.
沉浸感是对特定情境的主观感受,可以是感觉上的,也可以是认知上的。在这篇论文中,我们使用视觉感知的基本模型来研究超高分辨率墙壁显示器如何提供视觉沉浸感。墙壁显示器的尺寸很大,根据观众在它们前面的位置,可以提供一个周围的、生动的环境。靠近墙壁的用户可以让他们的视野被墙壁填充,他们可以清晰地看到大量的信息,并且分辨率很好。然而,当靠近墙壁时,由于可能的大视角,视觉失真会影响数据的观看。相反,从远处看,失真不再是一个问题,但观众的视野并没有完全包含在墙内,看到的信息细节也没有那么精细。
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引用次数: 11
Immersive solutions for future Air Traffic Control and Management 未来空中交通管制和管理的沉浸式解决方案
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3009944
Maxime Cordeil, Tim Dwyer, C. Hurter
In this paper we review the activities of Air Traffic Control and Management (ATC/M) and expose scenarios that illustrate current and future challenges in this domain. In particular we look at those challenges that can be tackled with the use of immersion. We introduce the concepts of an immersive Remote Tower and Collaborative Immersive Trajectory analysis. These make use of immersive technologies such as Head Mounted Displays (HMDs) or large, tiled displays to immerse users in their tasks, better supporting the management and analysis of the complex data produced in this domain.
在本文中,我们回顾了空中交通管制和管理(ATC/M)的活动,并揭示了说明该领域当前和未来挑战的场景。我们特别关注那些可以通过沉浸式体验解决的挑战。我们介绍了沉浸式远程塔和协同沉浸式轨迹分析的概念。它们利用沉浸式技术,如头戴式显示器(hmd)或大型平铺显示器,让用户沉浸在他们的任务中,更好地支持该领域产生的复杂数据的管理和分析。
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引用次数: 30
Effects of Workspace Awareness and Territoriality in Environments with Large, Shared Displays 大型共享显示器环境中工作空间意识和领土性的影响
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3009940
A. Sigitov
Synchronous cooperative work of multiple collaborators in large, high-resolution display systems comprises such psychological phenomena like workspace awareness and human territoriality. The phenomena and interplay between them can cause a significant impact on human-human and human-environment interaction. In a non-digital environment humans rely on their own physical abilities, utilities, and social protocols to control those phenomena (e.g. close eyes, or use earplugs to reduce workspace awareness; rotate oneself towards collaborators to increase workspace awareness). Digital environments, on the other hand, provide us with a possibility to ease, automate, and unify control processes, thus taking off that burden from users. Yet, we have to understand first, what effects workspace awareness and territoriality have within a collaborative environment. The aim of this doctoral thesis is to investigate effects of workspace awareness and territoriality on users and interaction processes in mixed-focus scenarios of various collaborative settings.
在大型高分辨率显示系统中,多个协作者的同步协同工作包括工作空间意识和人类领地性等心理现象。它们之间的现象和相互作用会对人与环境的相互作用产生重大影响。在非数字环境中,人类依靠自己的身体能力、公用事业和社会协议来控制这些现象(例如闭上眼睛,或使用耳塞来降低工作空间意识;将自己转向合作者,以提高工作空间意识)。另一方面,数字环境为我们提供了简化、自动化和统一控制过程的可能性,从而减轻了用户的负担。然而,我们必须首先了解,在协作环境中,工作空间意识和属地性有什么影响。本博士论文的目的是研究在不同协作环境下,工作空间意识和地域性对用户和交互过程的影响。
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引用次数: 3
Gesture-driven Interactions on a Virtual Hologram in Mixed Reality 混合现实中虚拟全息图的手势驱动交互
Pub Date : 2016-11-06 DOI: 10.1145/3009939.3009948
Dianna Yim, Garance Nicole Loison, F. H. Fard, Edwin Chan, Alec McAllister, F. Maurer
This paper describes a framework using the Microsoft Kinect 2 and the Microsoft HoloLens that can assist users in analyzing complex datasets. The system allows for groups of people to view a topological map as a virtual hologram in order to assist them in understanding complex datasets. In addition, the gestures that are built into the system were created with the idea of usability in mind. By allowing the user to resize, rotate and reposition the map, it opens up a much wider range of understanding the data that they have received. Custom gestures are also possible depending on the situation, such as raising or lowering the water level in a potential flood hot spot, or viewing graphs and charts associated with a specific data point.
本文描述了一个使用微软Kinect 2和微软HoloLens的框架,可以帮助用户分析复杂的数据集。该系统允许一组人将拓扑图视为虚拟全息图,以帮助他们理解复杂的数据集。此外,系统中内置的手势是基于可用性的理念而创建的。通过允许用户调整大小,旋转和重新定位地图,它打开了一个更广泛的理解范围,他们已经收到的数据。还可以根据具体情况定制手势,例如在潜在的洪水热点提高或降低水位,或查看与特定数据点相关的图形和图表。
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引用次数: 19
期刊
Proceedings of the 2016 ACM Companion on Interactive Surfaces and Spaces
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