476 research outputs found

    Understanding user interactions in stereoscopic head-mounted displays

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    2022 Spring.Includes bibliographical references.Interacting in stereoscopic head mounted displays can be difficult. There are not yet clear standards for how interactions in these environments should be performed. In virtual reality there are a number of well designed interaction techniques; however, augmented reality interaction techniques still need to be improved before they can be easily used. This dissertation covers work done towards understanding how users navigate and interact with virtual environments that are displayed in stereoscopic head-mounted displays. With this understanding, existing techniques from virtual reality devices can be transferred to augmented reality where appropriate, and where that is not the case, new interaction techniques can be developed. This work begins by observing how participants interact with virtual content using gesture alone, speech alone, and the combination of gesture+speech during a basic object manipulation task in augmented reality. Later, a complex 3-dimensional data-exploration environment is developed and refined. That environment is capable of being used in both augmented reality (AR) and virtual reality (VR), either asynchronously or simultaneously. The process of iteratively designing that system and the design choices made during its implementation are provided for future researchers working on complex systems. This dissertation concludes with a comparison of user interactions and navigation in that complex environment when using either an augmented or virtual reality display. That comparison contributes new knowledge on how people perform object manipulations between the two devices. When viewing 3D visualizations, users will need to feel able to navigate the environment. Without careful attention to proper interaction technique design, people may struggle to use the developed system. These struggles may range from a system that is uncomfortable and not fit for long-term use, or they could be as major as causing new users to not being able to interact in these environments at all. Getting the interactions right for AR and VR environments is a step towards facilitating their widespread acceptance. This dissertation provides the groundwork needed to start designing interaction techniques around how people utilize their personal space, virtual space, body, tools, and feedback systems

    Three-dimensional user interfaces for scientific visualization

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    The focus of this grant was to experiment with novel user interfaces for scientific visualization applications using both desktop and virtual reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past three years, and subsumes all prior reports

    The State of the Art of Spatial Interfaces for 3D Visualization

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    International audienceWe survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under-explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction

    Gesture Interaction at a Distance

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    The aim of this work is to explore, from a perspective of human behavior, which\ud gestures are suited to control large display surfaces from a short distance away; why that is so; and, equally important, how such an interface can be made a reality. A well-known example of the type of interface that is the focus in this thesis is portrayed in the science fiction movie ‘Minority Report’. The lead character of this movie uses hand gestures such as pointing, picking-up and throwing-away to interact with a wall-sized display in a believable way. Believable, because the gestures are familiar from everyday life and because the interface responds predictably. Although only fictional in this movie, such gesture-based interfaces can, when realized, be applied in any environment that is equipped with large display surfaces. For example, in a laboratory for analyzing and interpreting large data sets; in interactive shopping windows to casually browse a product list; and in the operating room to easily access a patient’s MRI scans. The common denominator is that the user cannot or may not touch the display: the interaction occurs at arms-length and larger distances

    Egocentric Perception of Hands and Its Applications

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    Fast and precise touch-based text entry for head-mounted augmented reality with variable occlusion

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    We present the VISAR keyboard: An augmented reality (AR) head-mounted display (HMD) system that supports text entry via a virtualised input surface. Users select keys on the virtual keyboard by imitating the process of single-hand typing on a physical touchscreen display. Our system uses a statistical decoder to infer users’ intended text and to provide error-tolerant predictions. There is also a high-precision fall-back mechanism to support users in indicating which keys should be unmodified by the auto-correction process. A unique advantage of leveraging the well-established touch input paradigm is that our system enables text entry with minimal visual clutter on the see-through display, thus preserving the user’s field-of-view. We iteratively designed and evaluated our system and show that the final iteration of the system supports a mean entry rate of 17.75wpm with a mean character error rate less than 1%. This performance represents a 19.6% improvement relative to the state-of-the-art baseline investigated: A gaze-then-gesture text entry technique derived from the system keyboard on the Microsoft HoloLens. Finally, we validate that the system is effective in supporting text entry in a fully mobile usage scenario likely to be encountered in industrial applications of AR HMDs.Per Ola Kristensson was supported in part by a Google Faculty research award and EPSRC grants EP/N010558/1 and EP/N014278/1. Keith Vertanen was supported in part by a Google Faculty research award. John Dudley was supported by the Trimble Fund

    An Exploration of Multi-touch Interaction Techniques

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    Research in multi-touch interaction has typically been focused on direct spatial manipulation; techniques have been created to result in the most intuitive mapping between the movement of the hand and the resultant change in the virtual object. As we attempt to design for more complex operations, the effectiveness of spatial manipulation as a metaphor becomes weak. We introduce two new platforms for multi-touch computing: a gesture recognition system, and a new interaction technique. I present Multi-Tap Sliders, a new interaction technique for operation in what we call non-spatial parametric spaces. Such spaces do not have an obvious literal spatial representation, (Eg.: exposure, brightness, contrast and saturation for image editing). The multi-tap sliders encourage the user to keep her visual focus on the tar- get, instead of requiring her to look back at the interface. My research emphasizes ergonomics, clear visual design, and fluid transition between modes of operation. Through a series of iterations, I develop a new technique for quickly selecting and adjusting multiple numerical parameters. Evaluations of multi-tap sliders show improvements over traditional sliders. To facilitate further research on multi-touch gestural interaction, I developed mGestr: a training and recognition system using hidden Markov models for designing a multi-touch gesture set. Our evaluation shows successful recognition rates of up to 95%. The recognition framework is packaged into a service for easy integration with existing applications
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