546 research outputs found

    Virtual Reality Interfaces for Product Design: Finding User Interface solutions for design creation within Virtual Reality

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    The focus of Virtual Reality has gone from research to widespread adoption in entertainment and practical directions, like automotive design and architectural visualization. With that, we have to take into consideration the best way to give in-experience control to the user and the interaction within the interface. Recent studies explore the ergonomic considerations and zones of content for VR interfaces. But Virtual Reality interaction design has a long way to go and nowadays is done mainly like a projection of 2D screens, with planar interfaces in the 3D space, almost ignoring the immersive potential of the Virtual Reality medium (Alger 2015; Google Developers 2017). Designers that work with 3D objects might find it difficult to make design decisions and validate their concepts based on context and empathy. To help with this, they often prototype, which can take a great deal of time and effort. Virtual reality can be a tool that improves the process and gives the designer an unconstrained and flexible canvas. By reimagining interactions for Virtual Reality, this thesis aims to create interface tools that help designers explore shape and manipulate their designs

    Human Machine Interfaces for Teleoperators and Virtual Environments

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    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models

    Head tracking using an optical soft tactile sensing surface

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    This research proposes a sensor for tracking the motion of a human head via optical tactile sensing. It implements the use of a fibrescope a non-metal alternative to a webcam. Previous works have included robotics grippers to mimic the sensory features of human skin, that used monochrome cameras and depth cameras. Tactile sensing has shown advantages in feedback-based interactions between robots and their environment. The methodology in this paper is utilised to track motion of objects in physical contact with these sensors to replace external camera based motion capture systems. Our immediate application is related to detection of human head motion during radiotherapy procedures. The motion was analysed in two degrees of freedom, respective to the tactile sensor (translational in z-axis, and rotational around y-axis), to produce repeatable and accurate results. The movements were stimulated by a robot arm, which also provided ground truth values from its end-effector. The fibrescope was implemented to ensure the device’s compatibility with electromagnetic waves. The cameras and the ground truth values were time synchronised using robotics operating systems tools. Image processing methods were compared between grayscale and binary image sequences, followed by motion tracking estimation using deterministic approaches. These included Lukas-Kanade Optical Flow and Simple Blob Detection, by OpenCV. The results showed that the grayscale image processing along with the Lukas-Kanade algorithm for motion tracking can produce better tracking abilities, although further exploration to improve the accuracy is still required

    Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Modalities

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    Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with screen-based multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established mainstream interaction paradigms. This dissertation describes interfaces that support complementary information mediations, representational forms, and scales toward an ecology of systems embodying hybrid interaction modalities. I investigate systems combining tangible and multi-touch, as well as systems combining tangible and virtual reality interaction. For each of them, I describe work focusing on design and fabrication aspects, as well as work focusing on reproducibility, engagement, legibility, and perception aspects

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven Oberflächen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche Ausprägung von Mark Weisers Vision der allgegenwärtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen Geräten des täglichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berührungsempfindliche Oberflächen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive Benutzeroberflächen werden mittlerweile serienmäßig in vielen Fahrzeugen eingesetzt. Der Einbau von immer größeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive Oberflächen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfüllen sie die sich wandelnden Informations- und Interaktionsbedürfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit während der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen führen, wenn Primär- und Sekundäraufgaben mehr als die insgesamt verfügbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache Oberfläche bereit, die keinerlei haptische Rückmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene Ansätze ermöglichen dem Fahrer, direkte Touchinteraktion für einfache Aufgaben während der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel für Büroarbeitsplätze, wurden bereits verschiedene Konzepte für eine komplexere Bedienung großer Bildschirme vorgestellt. Darüber hinaus führt der technologische Fortschritt zu neuen möglichen Ausprägungen interaktiver Oberflächen und erlaubt, diese beliebig zu formen. Für die nächste Generation von interaktiven Oberflächen im Fahrzeug wird vor allem an der Modifikation der Kategorien Größe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch größere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache Oberflächen auf, so dass Touchscreens künftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver Oberflächen und analysiert ihr Potential für die Interaktion während der Fahrt. Dazu wurden für jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven Oberflächen im Automobilbereich. Weiterhin werden die Aspekte Größe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgeführten Studien belegen, dass große Flächen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusätzliches statisches, haptisches Feedback durch nicht-flache Oberflächen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver Oberflächen für den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit für andere Aufgaben benötigt wird

    Accessible On-Body Interaction for People With Visual Impairments

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    While mobile devices offer new opportunities to gain independence in everyday activities for people with disabilities, modern touchscreen-based interfaces can present accessibility challenges for low vision and blind users. Even with state-of-the-art screenreaders, it can be difficult or time-consuming to select specific items without visual feedback. The smooth surface of the touchscreen provides little tactile feedback compared to physical button-based phones. Furthermore, in a mobile context, hand-held devices present additional accessibility issues when both of the users’ hands are not available for interaction (e.g., on hand may be holding a cane or a dog leash). To improve mobile accessibility for people with visual impairments, I investigate on-body interaction, which employs the user’s own skin surface as the input space. On-body interaction may offer an alternative or complementary means of mobile interaction for people with visual impairments by enabling non-visual interaction with extra tactile and proprioceptive feedback compared to a touchscreen. In addition, on-body input may free users’ hands and offer efficient interaction as it can eliminate the need to pull out or hold the device. Despite this potential, little work has investigated the accessibility of on-body interaction for people with visual impairments. Thus, I begin by identifying needs and preferences of accessible on-body interaction. From there, I evaluate user performance in target acquisition and shape drawing tasks on the hand compared to on a touchscreen. Building on these studies, I focus on the design, implementation, and evaluation of an accessible on-body interaction system for visually impaired users. The contributions of this dissertation are: (1) identification of perceived advantages and limitations of on-body input compared to a touchscreen phone, (2) empirical evidence of the performance benefits of on-body input over touchscreen input in terms of speed and accuracy, (3) implementation and evaluation of an on-body gesture recognizer using finger- and wrist-mounted sensors, and (4) design implications for accessible non-visual on-body interaction for people with visual impairments
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