628 research outputs found

    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

    Configurable Input Devices for 3D Interaction using Optical Tracking

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    Three-dimensional interaction with virtual objects is one of the aspects that needs to be addressed in order to increase the usability and usefulness of virtual reality. Human beings have difficulties understanding 3D spatial relationships and manipulating 3D user interfaces, which require the control of multiple degrees of freedom simultaneously. Conventional interaction paradigms known from the desktop computer, such as the use of interaction devices as the mouse and keyboard, may be insufficient or even inappropriate for 3D spatial interaction tasks. The aim of the research in this thesis is to develop the technology required to improve 3D user interaction. This can be accomplished by allowing interaction devices to be constructed such that their use is apparent from their structure, and by enabling efficient development of new input devices for 3D interaction. The driving vision in this thesis is that for effective and natural direct 3D interaction the structure of an interaction device should be specifically tuned to the interaction task. Two aspects play an important role in this vision. First, interaction devices should be structured such that interaction techniques are as direct and transparent as possible. Interaction techniques define the mapping between interaction task parameters and the degrees of freedom of interaction devices. Second, the underlying technology should enable developers to rapidly construct and evaluate new interaction devices. The thesis is organized as follows. In Chapter 2, a review of the optical tracking field is given. The tracking pipeline is discussed, existing methods are reviewed, and improvement opportunities are identified. In Chapters 3 and 4 the focus is on the development of optical tracking techniques of rigid objects. The goal of the tracking method presented in Chapter 3 is to reduce the occlusion problem. The method exploits projection invariant properties of line pencil markers, and the fact that line features only need to be partially visible. In Chapter 4, the aim is to develop a tracking system that supports devices of arbitrary shapes, and allows for rapid development of new interaction devices. The method is based on subgraph isomorphism to identify point clouds. To support the development of new devices in the virtual environment an automatic model estimation method is used. Chapter 5 provides an analysis of three optical tracking systems based on different principles. The first system is based on an optimization procedure that matches the 3D device model points to the 2D data points that are detected in the camera images. The other systems are the tracking methods as discussed in Chapters 3 and 4. In Chapter 6 an analysis of various filtering and prediction methods is given. These techniques can be used to make the tracking system more robust against noise, and to reduce the latency problem. Chapter 7 focusses on optical tracking of composite input devices, i.e., input devices 197 198 Summary that consist of multiple rigid parts that can have combinations of rotational and translational degrees of freedom with respect to each other. Techniques are developed to automatically generate a 3D model of a segmented input device from motion data, and to use this model to track the device. In Chapter 8, the presented techniques are combined to create a configurable input device, which supports direct and natural co-located interaction. In this chapter, the goal of the thesis is realized. The device can be configured such that its structure reflects the parameters of the interaction task. In Chapter 9, the configurable interaction device is used to study the influence of spatial device structure with respect to the interaction task at hand. The driving vision of this thesis, that the spatial structure of an interaction device should match that of the task, is analyzed and evaluated by performing a user study. The concepts and techniques developed in this thesis allow researchers to rapidly construct and apply new interaction devices for 3D interaction in virtual environments. Devices can be constructed such that their spatial structure reflects the 3D parameters of the interaction task at hand. The interaction technique then becomes a transparent one-to-one mapping that directly mediates the functions of the device to the task. The developed configurable interaction devices can be used to construct intuitive spatial interfaces, and allow researchers to rapidly evaluate new device configurations and to efficiently perform studies on the relation between the spatial structure of devices and the interaction task

    Interactive Visualization Lenses:: Natural Magic Lens Interaction for Graph Visualization

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    Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations.Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstĂŒtzt. Graph-Visualisierungen sind dabei eine spezielle Variante der DatenreprĂ€sentation, deren Nutzen in vielerlei AnwendungsfĂ€llen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen AnsĂ€tze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporĂ€r die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel VergrĂ¶ĂŸerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von KantenĂŒberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug fĂŒr einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit prĂ€sentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die FunktionalitĂ€t als auch fĂŒr die Interaktion an großen, vertikalen Displays. Insbesondere trĂ€gt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natĂŒrliche Interaktion mit unterschiedlichen ModalitĂ€ten zu unterstĂŒtzen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken fĂŒr die natĂŒrliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch MobilgerĂ€te vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage fĂŒr diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. ZusĂ€tzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion fĂŒr Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen DisplaywĂ€nden belegt durch empirische Nutzerstudien

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    Improving expressivity in desktop interactions with a pressure-augmented mouse

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    Desktop-based Windows, Icons, Menus and Pointers (WIMP) interfaces have changed very little in the last 30 years, and are still limited by a lack of powerful and expressive input devices and interactions. In order to make desktop interactions more expressive and controllable, expressive input mechanisms like pressure input must be made available to desktop users. One way to provide pressure input to these users is through a pressure-augmented computer mouse; however, before pressure-augmented mice can be developed, design information must be provided to mouse developers. The problem we address in this thesis is that there is a lack of ergonomics and performance information for the design of pressure-augmented mice. Our solution was to provide empirical performance and ergonomics information for pressure-augmented mice by performing five experiments. With the results of our experiments we were able to identify the optimal design parameters for pressure-augmented mice and provide a set of recommendations for future pressure-augmented mouse designs

    Assessing the usability of tile-based interfaces to visually navigate 3-D parameter domains

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    Navigating 3-D parameter domains, such as color and orientation of an object, is a common task performed in most computer graphics applications. Although 1-D sliders are the most common interface for browsing such domains, they provide a tedious and difficult user experience that hampers finding desirable visual solutions. We present the Rhomb-i slider, a novel and visually enriching tile-based interface to navigate arbitrary 3-D parameter domains. Contrary to 1-D sliders, the Rhomb-i slider supports a sketch-based interface that gives simultaneous access to up to two parameters. We conducted a usability study to ascertain whether the proposed Rhomb-i slider is a more natural interface compared to 1-D sliders and other commonly used widgets for different 3-D parameter domains: HSV color space, super-shape curves, and rotation of a 3-D object. On the one hand, qualitative feedback and performance measures reveal that Rhomb-i sliders have similar results when compared to conventional HSV color interfaces, and are the preferred interface to efficiently explore the super-shapes parameter domain. On the other hand, Rhomb-i revealed to be a less efficient and effective interface to rotate a 3D object, thus paving the way to new design explorations regarding this tile-based interface

    Visualization and interaction in a simulation system for flood emergencies

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    Dissertação apresentada na Faculdade de CiĂȘncias e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia InformĂĄticaThis thesis presents an interaction and visualization system for a river flood emergency simulation. It will also present a detailed study about forms of visual representation of critical elements in emergencies. All these elements are currently assembled in an application based on geographic information systems and agent simulation. Many of the goals in this thesis are interconnected with project Life-Saver. This project has the goal to develop an emergency response simulator, which needs a visualization and interaction system. The main goals of this thesis are, to create a visualization system for an emergency, to design an intuitive multimedia interface and to implement new forms of human-computer interaction. At the application level there is a representation of the simulation scenario with the multiple agent and their actions. Several studies were made to create an intuitive interface. New forms of multimedia interaction are studied and used such as interactive touch sensible boards and multi-touch panels. It is possible to load and retrieve geographic information on the scenario. The resulting architecture is used to visualize a simulation of an emergency flooding situation in a scenario where the Alqueva dam in Guadiana river fails

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue GerĂ€teklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berĂŒhrungsempfindlichen OberflĂ€chen berĂŒcksichtigen kaum haptische QualitĂ€ten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen FĂ€higkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische GegenstĂ€nde des Alltags digital zu erweitern und anhand geeigneter Designparameter und EntwurfsrĂ€ume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie MaterialitĂ€t und DigitalitĂ€t nahtlos ineinander ĂŒbergehen können. Es soll erforscht werden, wie kĂŒnftige Benutzungsschnittstellen nĂŒtzliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden AnsĂ€tze wirft jedoch ĂŒbergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstĂŒtzen? FĂŒr eine systematische Untersuchung stĂŒtzt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln ĂŒber visuelle Erweiterungen von UhrarmbĂ€ndern bis hin zu neuartigen Prototyping-Tools fĂŒr intelligente KleidungsstĂŒcke. Um neue DesignansĂ€tze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-EingabemodalitĂ€ten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu ĂŒberdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch ĂŒbergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten
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