417 research outputs found
Wearable and mobile devices
Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for ânot only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skinâ (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Labâs Physics and Media Group, argues, âThe world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worldsâ (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing
Exploring Users Pointing Performance on Large Displays with Different Curvatures in Virtual Reality
Large curved displays inside Virtual Reality environments are becoming
popular for visualizing high-resolution content during analytical tasks, gaming
or entertainment. Prior research showed that such displays provide a wide field
of view and offer users a high level of immersion. However, little is known
about users' performance (e.g., pointing speed and accuracy) on them. We
explore users' pointing performance on large virtual curved displays. We
investigate standard pointing factors (e.g., target width and amplitude) in
combination with relevant curve-related factors, namely display curvature and
both linear and angular measures. Our results show that the less curved the
display, the higher the performance, i.e., faster movement time. This result
holds for pointing tasks controlled via their visual properties (linear widths
and amplitudes) or their motor properties (angular widths and amplitudes).
Additionally, display curvatures significantly affect the error rate for both
linear and angular conditions. Furthermore, we observe that curved displays
perform better or similar to flat displays based on throughput analysis.
Finally, we discuss our results and provide suggestions regarding pointing
tasks on large curved displays in VR.Comment: IEEE Transactions on Visualization and Computer Graphics (2023
Interactive ubiquitous displays based on steerable projection
The ongoing miniaturization of computers and their embedding into the physical environment require new means of visual output. In the area of Ubiquitous Computing, flexible and adaptable display options are needed in order to enable the presentation of visual content in the physical environment. In this dissertation, we introduce the concepts of Display Continuum and Virtual Displays as new means of human-computer interaction. In this context, we present a realization of a Display Continuum based on steerable projection, and we describe a number of different interaction methods for manipulating this Display Continuum and the Virtual Displays placed on it.Mit zunehmender Miniaturisierung der Computer und ihrer Einbettung in der physikalischen Umgebung werden neue Arten der visuellen Ausgabe notwendig. Im Bereich des Ubiquitous Computing (Rechnerallgegenwart) werden flexible und anpassungsfĂ€hige Displays benötigt, um eine Anzeige von visuellen Inhalten unmittelbar in der physikalischen Umgebung zu ermöglichen. In dieser Dissertation fĂŒhren wir das Konzept des Display-Kontinuums und der Virtuellen Displays als Instrument der Mensch-Maschine-Interaktion ein. In diesem Zusammenhang prĂ€sentieren wir eine mögliche Display-Kontinuum-Realisierung, die auf der Verwendung steuerbarer Projektion basiert, und wir beschreiben mehrere verschiedene Interaktionsmethoden, mit denen man das Display-Kontinuum und die darauf platzierten Virtuellen Displays steuern kann
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Performance Envelopes of In-Air Direct and Smartwatch Indirect Control for Head-Mounted Augmented Reality
The scarcity of established input methods for augmented reality (AR) head-mounted displays (HMD) motivates us to investigate the performance envelopes of two easily realisable solutions: indirect cursor control via a smartwatch and direct control by in-air touch. Indirect cursor control via a smartwatch has not been previously investigated for AR HMDs. We evaluate these two techniques in three fundamental user interface actions: target acquisition, goal crossing, and circular steering. We find that in-air is faster than smartwatch (p<0.001) for target acquisition and circular steering. We observe, however, that in-air selection can lead to discomfort after extended use and suggest that smartwatch control offers a complementary alternative.This work was supported by EPSRC (grant number EP/N010558/1)
and the Trimble Fund. Part of this work was conducted within
the Transregional Collaborative Research Centre SFB/TRR 62
Companion-Technology of Cognitive Technical Systems funded
by the German Research Foundation (DFG)
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
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