813 research outputs found

    Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games

    Get PDF
    Along with automating everyday tasks of human life, smartphones have become one of the most popular devices to play video games on due to their interactivity. Smartphones are embedded with various sensors which enhance their ability to adopt new new interaction techniques for video games. These integrated sen- sors, such as motion sensors or location sensors, make the device able to adopt new interaction techniques that enhance usability. However, despite their mobility and embedded sensor capacity, smartphones are limited in processing power and display area compared to desktop computer consoles. When it comes to evaluat- ing Player Experience (PX), players might not have as compelling an experience because the rich graphics environments that a desktop computer can provide are absent on a smartphone. A plausible alternative in this regard can be substituting the virtual game world with a real world game board, perceived through the device camera by rendering the digital artifacts over the camera view. This technology is widely known as Augmented Reality (AR). Smartphone sensors (e.g. GPS, accelerometer, gyro-meter, compass) have enhanced the capability for deploying Augmented Reality technology. AR has been applied to a large number of smartphone games including shooters, casual games, or puzzles. Because AR play environments are viewed through the camera, rendering the digital artifacts consistently and accurately is crucial because the digital characters need to move with respect to sensed orientation, then the accelerometer and gyroscope need to provide su ciently accurate and precise readings to make the game playable. In particular, determining the pose of the camera in space is vital as the appropriate angle to view the rendered digital characters are determined by the pose of the camera. This defines how well the players will be able interact with the digital game characters. Depending in the Quality of Service (QoS) of these sensors, the Player Experience (PX) may vary as the rendering of digital characters are affected by noisy sensors causing a loss of registration. Confronting such problem while developing AR games is di cult in general as it requires creating wide variety of game types, narratives, input modalities as well as user-testing. Moreover, current AR games developers do not have any specific guidelines for developing AR games, and concrete guidelines outlining the tradeoffs between QoS and PX for different genres and interaction techniques are required. My dissertation provides a complete view (a taxonomy) of the spatio-temporal sensor resolution depen- dency of the existing AR games. Four user experiments have been conducted and one experiment is proposed to validate the taxonomy and demonstrate the differential impact of sensor noise on gameplay of different genres of AR games in different aspect of PX. This analysis is performed in the context of a novel instru- mentation technology, which allows the controlled manipulation of QoS on position and orientation sensors. The experimental outcome demonstrated how the QoS of input sensor noise impacts the PX differently while playing AR game of different genre and the key elements creating this differential impact are - the input modality, narrative and game mechanics. Later, concrete guidelines are derived to regulate the sensor QoS as complete set of instructions to develop different genres or AR games

    Integrating passive ubiquitous surfaces into human-computer interaction

    Get PDF
    Mobile technologies enable people to interact with computers ubiquitously. This dissertation investigates how ordinary, ubiquitous surfaces can be integrated into human-computer interaction to extend the interaction space beyond the edge of the display. It turns out that acoustic and tactile features generated during an interaction can be combined to identify input events, the user, and the surface. In addition, it is shown that a heterogeneous distribution of different surfaces is particularly suitable for realizing versatile interaction modalities. However, privacy concerns must be considered when selecting sensors, and context can be crucial in determining whether and what interaction to perform.Mobile Technologien ermöglichen den Menschen eine allgegenwärtige Interaktion mit Computern. Diese Dissertation untersucht, wie gewöhnliche, allgegenwärtige Oberflächen in die Mensch-Computer-Interaktion integriert werden können, um den Interaktionsraum über den Rand des Displays hinaus zu erweitern. Es stellt sich heraus, dass akustische und taktile Merkmale, die während einer Interaktion erzeugt werden, kombiniert werden können, um Eingabeereignisse, den Benutzer und die Oberfläche zu identifizieren. Darüber hinaus wird gezeigt, dass eine heterogene Verteilung verschiedener Oberflächen besonders geeignet ist, um vielfältige Interaktionsmodalitäten zu realisieren. Bei der Auswahl der Sensoren müssen jedoch Datenschutzaspekte berücksichtigt werden, und der Kontext kann entscheidend dafür sein, ob und welche Interaktion durchgeführt werden soll

    Distributed, Low-Cost, Non-Expert Fine Dust Sensing with Smartphones

    Get PDF
    Diese Dissertation behandelt die Frage, wie mit kostengünstiger Sensorik Feinstäube in hoher zeitlicher und räumlicher Auflösung gemessen werden können. Dazu wird ein neues Sensorsystem auf Basis kostengünstiger off-the-shelf-Sensoren und Smartphones vorgestellt, entsprechende robuste Algorithmen zur Signalverarbeitung entwickelt und Erkenntnisse zur Interaktions-Gestaltung für die Messung durch Laien präsentiert. Atmosphärische Aerosolpartikel stellen im globalen Maßstab ein gravierendes Problem für die menschliche Gesundheit dar, welches sich in Atemwegs- und Herz-Kreislauf-Erkrankungen äußert und eine Verkürzung der Lebenserwartung verursacht. Bisher wird Luftqualität ausschließlich anhand von Daten relativ weniger fester Messstellen beurteilt und mittels Modellen auf eine hohe räumliche Auflösung gebracht, so dass deren Repräsentativität für die flächendeckende Exposition der Bevölkerung ungeklärt bleibt. Es ist unmöglich, derartige räumliche Abbildungen mit den derzeitigen statischen Messnetzen zu bestimmen. Bei der gesundheitsbezogenen Bewertung von Schadstoffen geht der Trend daher stark zu räumlich differenzierenden Messungen. Ein vielversprechender Ansatz um eine hohe räumliche und zeitliche Abdeckung zu erreichen ist dabei Participatory Sensing, also die verteilte Messung durch Endanwender unter Zuhilfenahme ihrer persönlichen Endgeräte. Insbesondere für Luftqualitätsmessungen ergeben sich dabei eine Reihe von Herausforderungen - von neuer Sensorik, die kostengünstig und tragbar ist, über robuste Algorithmen zur Signalauswertung und Kalibrierung bis hin zu Anwendungen, die Laien bei der korrekten Ausführung von Messungen unterstützen und ihre Privatsphäre schützen. Diese Arbeit konzentriert sich auf das Anwendungsszenario Partizipatorischer Umweltmessungen, bei denen Smartphone-basierte Sensorik zum Messen der Umwelt eingesetzt wird und üblicherweise Laien die Messungen in relativ unkontrollierter Art und Weise ausführen. Die Hauptbeiträge hierzu sind: 1. Systeme zum Erfassen von Feinstaub mit Smartphones (Low-cost Sensorik und neue Hardware): Ausgehend von früher Forschung zur Feinstaubmessung mit kostengünstiger off-the-shelf-Sensorik wurde ein Sensorkonzept entwickelt, bei dem die Feinstaub-Messung mit Hilfe eines passiven Aufsatzes auf einer Smartphone-Kamera durchgeführt wird. Zur Beurteilung der Sensorperformance wurden teilweise Labor-Messungen mit künstlich erzeugtem Staub und teilweise Feldevaluationen in Ko-Lokation mit offiziellen Messstationen des Landes durchgeführt. 2. Algorithmen zur Signalverarbeitung und Auswertung: Im Zuge neuer Sensordesigns werden Kombinationen bekannter OpenCV-Bildverarbeitungsalgorithmen (Background-Subtraction, Contour Detection etc.) zur Bildanalyse eingesetzt. Der resultierende Algorithmus erlaubt im Gegensatz zur Auswertung von Lichtstreuungs-Summensignalen die direkte Zählung von Partikeln anhand individueller Lichtspuren. Ein zweiter neuartiger Algorithmus nutzt aus, dass es bei solchen Prozessen ein signalabhängiges Rauschen gibt, dessen Verhältnis zum Mittelwert des Signals bekannt ist. Dadurch wird es möglich, Signale die von systematischen unbekannten Fehlern betroffen sind auf Basis ihres Rauschens zu analysieren und das "echte" Signal zu rekonstruieren. 3. Algorithmen zur verteilten Kalibrierung bei gleichzeitigem Schutz der Privatsphäre: Eine Herausforderung partizipatorischer Umweltmessungen ist die wiederkehrende Notwendigkeit der Sensorkalibrierung. Dies beruht zum einen auf der Instabilität insbesondere kostengünstiger Luftqualitätssensorik und zum anderen auf der Problematik, dass Endbenutzern die Mittel für eine Kalibrierung üblicherweise fehlen. Bestehende Ansätze zur sogenannten Cross-Kalibrierung von Sensoren, die sich in Ko-Lokation mit einer Referenzstation oder anderen Sensoren befinden, wurden auf Daten günstiger Feinstaubsensorik angewendet sowie um Mechanismen erweitert, die eine Kalibrierung von Sensoren untereinander ohne Preisgabe privater Informationen (Identität, Ort) ermöglicht. 4. Mensch-Maschine-Interaktions-Gestaltungsrichtlinien für Participatory Sensing: Auf Basis mehrerer kleiner explorativer Nutzerstudien wurde empirisch eine Taxonomie der Fehler erstellt, die Laien beim Messen von Umweltinformationen mit Smartphones machen. Davon ausgehend wurden mögliche Gegenmaßnahmen gesammelt und klassifiziert. In einer großen summativen Studie mit einer hohen Teilnehmerzahl wurde der Effekt verschiedener dieser Maßnahmen durch den Vergleich vier unterschiedlicher Varianten einer App zur partizipatorischen Messung von Umgebungslautstärke evaluiert. Die dabei gefundenen Erkenntnisse bilden die Basis für Richtlinien zur Gestaltung effizienter Nutzerschnittstellen für Participatory Sensing auf Mobilgeräten. 5. Design Patterns für Participatory Sensing Games auf Mobilgeräten (Gamification): Ein weiterer erforschter Ansatz beschäftigt sich mit der Gamifizierung des Messprozesses um Nutzerfehler durch den Einsatz geeigneter Spielmechanismen zu minimieren. Dabei wird der Messprozess z.B. in ein Smartphone-Spiel (sog. Minigame) eingebettet, das im Hintergrund bei geeignetem Kontext die Messung durchführt. Zur Entwicklung dieses "Sensified Gaming" getauften Konzepts wurden Kernaufgaben im Participatory Sensing identifiziert und mit aus der Literatur zu sammelnden Spielmechanismen (Game Design Patterns) gegenübergestellt

    Design and Effect of Continuous Wearable Tactile Displays

    Get PDF
    Our sense of touch is one of our core senses and while not as information rich as sight and hearing, it tethers us to reality. Our skin is the largest sensory organ in our body and we rely on it so much that we don\u27t think about it most of the time. Tactile displays - with the exception of actuators for notifications on smartphones and smartwatches - are currently understudied and underused. Currently tactile cues are mostly used in smartphones and smartwatches to notify the user of an incoming call or text message. Specifically continuous displays - displays that do not just send one notification but stay active for an extended period of time and continuously communicate information - are rarely studied. This thesis aims at exploring the utilization of our vibration perception to create continuous tactile displays. Transmitting a continuous stream of tactile information to a user in a wearable format can help elevate tactile displays from being mostly used for notifications to becoming more like additional senses enabling us to perceive our environment in new ways. This work provides a serious step forward in design, effect and use of continuous tactile displays and their use in human-computer interaction. The main contributions include: Exploration of Continuous Wearable Tactile Interfaces This thesis explores continuous tactile displays in different contexts and with different types of tactile information systems. The use-cases were explored in various domains for tactile displays - Sports, Gaming and Business applications. The different types of continuous tactile displays feature one- or multidimensional tactile patterns, temporal patterns and discrete tactile patterns. Automatic Generation of Personalized Vibration Patterns In this thesis a novel approach of designing vibrotactile patterns without expert knowledge by leveraging evolutionary algorithms to create personalized vibration patterns - is described. This thesis presents the design of an evolutionary algorithm with a human centered design generating abstract vibration patterns. The evolutionary algorithm was tested in a user study which offered evidence that interactive generation of abstract vibration patterns is possible and generates diverse sets of vibration patterns that can be recognized with high accuracy. Passive Haptic Learning for Vibration Patterns Previous studies in passive haptic learning have shown surprisingly strong results for learning Morse Code. If these findings could be confirmed and generalized, it would mean that learning a new tactile alphabet could be made easier and learned in passing. Therefore this claim was investigated in this thesis and needed to be corrected and contextualized. A user study was conducted to study the effects of the interaction design and distraction tasks on the capability to learn stimulus-stimulus-associations with Passive Haptic Learning. This thesis presents evidence that Passive Haptic Learning of vibration patterns induces only a marginal learning effect and is not a feasible and efficient way to learn vibration patterns that include more than two vibrations. Influence of Reference Frames for Spatial Tactile Stimuli Designing wearable tactile stimuli that contain spatial information can be a challenge due to the natural body movement of the wearer. An important consideration therefore is what reference frame to use for spatial cues. This thesis investigated allocentric versus egocentric reference frames on the wrist and compared them for induced cognitive load, reaction time and accuracy in a user study. This thesis presents evidence that using an allocentric reference frame drastically lowers cognitive load and slightly lowers reaction time while keeping the same accuracy as an egocentric reference frame, making a strong case for the utilization of allocentric reference frames in tactile bracelets with several tactile actuators

    Recent Developments in Smart Healthcare

    Get PDF
    Medicine is undergoing a sector-wide transformation thanks to the advances in computing and networking technologies. Healthcare is changing from reactive and hospital-centered to preventive and personalized, from disease focused to well-being centered. In essence, the healthcare systems, as well as fundamental medicine research, are becoming smarter. We anticipate significant improvements in areas ranging from molecular genomics and proteomics to decision support for healthcare professionals through big data analytics, to support behavior changes through technology-enabled self-management, and social and motivational support. Furthermore, with smart technologies, healthcare delivery could also be made more efficient, higher quality, and lower cost. In this special issue, we received a total 45 submissions and accepted 19 outstanding papers that roughly span across several interesting topics on smart healthcare, including public health, health information technology (Health IT), and smart medicine

    Improving Location Accuracy And Network Capacity In Mobile Networks

    Get PDF
    Todays mobile computing must support a wide variety of applications such as location-based services, navigation, HD media streaming and augmented reality. Providing such services requires large network bandwidth and precise localization mechanisms, which face significant challenges. First, new (real-time) localization mechanisms are needed to locate neighboring devices/objects with high accuracy under tight environment constraints, e.g. without infrastructure support. Second, mobile networks need to deliver orders of magnitude more bandwidth to support the exponentially increasing traffic demand, and adapt resource usage to user mobility.In this dissertation, we build effective and practical solutions to address these challenges. Our first research area is to develop new localization mechanisms that utilize the rich set of sensors on smartphones to implement accurate localization systems. We propose two designs. The first system tracks distance to nearby devices with centimeter accuracy by transmitting acoustic signals between the devices. We design robust and efficient signal processing algorithms that measure distances accurately on the fly, thus enabling real-time user motion tracking. Our second system locates a transmitting device in real-time using commodity smart- phones. Driving by the insight that rotating a wireless receiver (smartphone) around a users body can effectively emulate the sensitivity and functionality of a directional antenna, we design a rotation-based measurement algorithm that can accurately predict the direction of the target transmitter and locate the transmitter with a few measurements.Our second research area is to develop next generation mobile networks to significantly boost network capacity. We propose a drastically new outdoor picocell design that leverages millimeter wave 60GHz transmissions to provide multi-Gbps bandwidth for mobile users. Using extensive measurements on off-the-shelf 60GHz radios, we explore the feasibility of 60GHz picocells by characterizing range, attenuation due to reflections, sensitivity to movement and blockage, and interference in typical urban environments. Our results dispel some common myths on 60GHz, and show that 60GHz outdoor picocells are indeed a feasible approach for delivering orders of magnitude increase in network capacity.Finally, we seek to capture and understand user mobility patterns which are essential in mobile network design and deployment. While traditional methods of collecting human mobility traces are expensive and not scalable, we explore a new direction that extracts large-scale mobility traces through widely available geosocial datasets, e.g. Foursquare "check-in" datasets. By comparing raw GPS traces against Foursquare checkins, we analyze the value of using geosocial datasets as representative traces of human mobility. We then develop techniques to both "sanitize" and "repopulate" geosocial traces, thus producing detailed mobility traces more indicative of actual human movement and suitable for mobile network design

    Advances in Human Factors in Wearable Technologies and Game Design

    Get PDF

    Developments of serious games in education

    Get PDF
    As Human Computer Interaction technologies evolve, they are supporting the generation of innovative solutions in a broad range of domains. Among them, Serious Games are defined as new type of computer game that is capable of stimulating users to learn, by playing and competing against themselves, against other users or against a computer application. While it could be applied to a broad range of fields and ages, these games are becoming especially relevant in educational contexts and for the most recent generation of students that is growing in a new technological environment, very different from the one we had some years ago. However, in order to become fully accepted as a teaching/learning tool in both formal and informal contexts, this technology has still to overcome several challenges. Given these considerations, this chapter makes a state-of-the-art review of several works that were done in this field, followed by the description of two real world projects, helping to understand the applicability of this technology, but also its inherent challenges.info:eu-repo/semantics/publishedVersio
    corecore