4,246 research outputs found

    EyePACT: eye-based parallax correction on touch-enabled interactive displays

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    The parallax effect describes the displacement between the perceived and detected touch locations on a touch-enabled surface. Parallax is a key usability challenge for interactive displays, particularly for those that require thick layers of glass between the screen and the touch surface to protect them from vandalism. To address this challenge, we present EyePACT, a method that compensates for input error caused by parallax on public displays. Our method uses a display-mounted depth camera to detect the user's 3D eye position in front of the display and the detected touch location to predict the perceived touch location on the surface. We evaluate our method in two user studies in terms of parallax correction performance as well as multi-user support. Our evaluations demonstrate that EyePACT (1) significantly improves accuracy even with varying gap distances between the touch surface and the display, (2) adapts to different levels of parallax by resulting in significantly larger corrections with larger gap distances, and (3) maintains a significantly large distance between two users' fingers when interacting with the same object. These findings are promising for the development of future parallax-free interactive displays

    Designing to Support Workspace Awareness in Remote Collaboration using 2D Interactive Surfaces

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    Increasing distributions of the global workforce are leading to collaborative workamong remote coworkers. The emergence of such remote collaborations is essentiallysupported by technology advancements of screen-based devices ranging from tabletor laptop to large displays. However, these devices, especially personal and mobilecomputers, still suffer from certain limitations caused by their form factors, that hinder supporting workspace awareness through non-verbal communication suchas bodily gestures or gaze. This thesis thus aims to design novel interfaces andinteraction techniques to improve remote coworkers’ workspace awareness throughsuch non-verbal cues using 2D interactive surfaces.The thesis starts off by exploring how visual cues support workspace awareness infacilitated brainstorming of hybrid teams of co-located and remote coworkers. Basedon insights from this exploration, the thesis introduces three interfaces for mobiledevices that help users maintain and convey their workspace awareness with their coworkers. The first interface is a virtual environment that allows a remote person to effectively maintain his/her awareness of his/her co-located collaborators’ activities while interacting with the shared workspace. To help a person better express his/her hand gestures in remote collaboration using a mobile device, the second interfacepresents a lightweight add-on for capturing hand images on and above the device’sscreen; and overlaying them on collaborators’ device to improve their workspace awareness. The third interface strategically leverages the entire screen space of aconventional laptop to better convey a remote person’s gaze to his/her co-locatedcollaborators. Building on the top of these three interfaces, the thesis envisions an interface that supports a person using a mobile device to effectively collaborate with remote coworkers working with a large display.Together, these interfaces demonstrate the possibilities to innovate on commodity devices to offer richer non-verbal communication and better support workspace awareness in remote collaboration

    Gaze+RST: Integrating Gaze and Multitouch for Remote Rotate-Scale-Translate Tasks

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    Our work investigates the use of gaze and multitouch to fluidly perform rotate-scale-translate (RST) tasks on large displays. The work specifically aims to understand if gaze can provide benefit in such a task, how task complexity affects performance, and how gaze and multitouch can be combined to create an integral input structure suited to the task of RST. We present four techniques that individually strike a different balance between gaze-based and touch-based translation while maintaining concurrent rotation and scaling operations. A 16 participant empirical evaluation revealed that three of our four techniques present viable options for this scenario, and that larger distances and rotation/scaling operations can significantly affect a gaze-based translation configuration. Furthermore we uncover new insights regarding multimodal integrality, finding that gaze and touch can be combined into configurations that pertain to integral or separable input structures

    Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers.

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    Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications.Comment: 10 pages, 8 figures, ISMAR 202

    Manoeuvring drone (Tello Talent) using eye gaze and or fingers gestures

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    The project aims to combine hands and eyes to control a Tello Talent drone based on computer vision, machine learning and an eye tracking device for gaze detection and interaction. The main purpose of this project is gaming, experimental and educational for next coming generation, in addition it is very useful for the peoples who cannot use their hands, they can maneuver the drone by their eyes movement, and hopefully this will bring them some fun. The idea of this project is inspired by the progress and development in the innovative technologies such as machine learning, computer vision and object detection that offer a large field of applications which can be used in diverse domains, there are many researcher are improving, instructing and innovating the new intelligent manner for controlling the drones by combining computer vision, machine learning, artificial intelligent, etc. This project can help anyone even the people who they donÂżt have any prior knowledge of programming or Computer Vision or theory of eye tracking system, they learn the basic knowledge of drone concept, object detection, programing, and integrating different hardware and software involved, then playing. As a final objective, they can able to build simple application that can control the drones by using movements of hands, eyes or both, during the practice they should take in consideration the operating condition and safety required by the manufacturers of drones and eye tracking device. The concept of Tello Talent drone is based on a series of features, functions and scripts which are already been developed, embedded in autopilot memories and are accessible by users via an SDK protocol. The SDK is used as an easy guide to developing simple and complex applications; it allows the user to develop several flying mission programs. There are different experiments were studied for checking which scenario is better in detecting the hands movement and exploring the keys points in real-time with low computing power computer. As a result, I find that the Google artificial intelligent research group offers an open source platform dedicated for developing this application; the platform is called MediaPipe based on customizable machine learning solution for live streaming video. In this project the MediaPipe and the eye tracking module are the fundamental tools for developing and realizing the application

    Partially-indirect Bimanual Input with Gaze, Pen, and Touch for Pan, Zoom, and Ink Interaction

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    Bimanual pen and touch UIs are mainly based on the direct manipulation paradigm. Alternatively we propose partially- indirect bimanual input, where direct pen input is used with the dominant hand, and indirect-touch input with the non-dominant hand. As direct and indirect inputs do not overlap, users can interact in the same space without interference. We investigate two indirect-touch techniques combined with direct pen input: the first redirects touches to the user’s gaze position, and the second redirects touches to the pen position. In this paper, we present an empirical user study where we compare both partially-indirect techniques to direct pen and touch input in bimanual pan, zoom, and ink tasks. Our experimental results show that users are comparatively fast with the indirect techniques, but more accurate as users can dynamically change the zoom-target during indirect zoom gestures. Further our studies reveal that direct and indirect zoom gestures have distinct characteristics regarding spatial use, gestural use, and bimanual parallelism
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