5,384 research outputs found

    Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality

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    Virtual reality (VR) headsets are enabling a wide range of new opportunities for the user. For example, in the near future users may be able to visit virtual shopping malls and virtually join international conferences. These and many other scenarios pose new questions with regards to privacy and security, in particular authentication of users within the virtual environment. As a first step towards seamless VR authentication, this paper investigates the direct transfer of well-established concepts (PIN, Android unlock patterns) into VR. In a pilot study (N = 5) and a lab study (N = 25), we adapted existing mechanisms and evaluated their usability and security for VR. The results indicate that both PINs and patterns are well suited for authentication in VR. We found that the usability of both methods matched the performance known from the physical world. In addition, the private visual channel makes authentication harder to observe, indicating that authentication in VR using traditional concepts already achieves a good balance in the trade-off between usability and security. The paper contributes to a better understanding of authentication within VR environments, by providing the first investigation of established authentication methods within VR, and presents the base layer for the design of future authentication schemes, which are used in VR environments only

    EdgeGlass: Exploring Tapping Performance on Smart Glasses while Sitting and Walking

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    Department of Human Factors EngineeringCurrently, smart glasses allow only touch sensing area which supports front mounted touch pads. However, touches on top, front and bottom sides of glass mounted touchpad is not yet explored. We made a customized touch sensor (length: 5-6 cm, height: 1 cm, width: 0.5 cm) featuring the sensing on its top, front, and bottom surfaces. For doing that, we have used capacitive touch sensing technology (MPR121 chips) with an electrode size of ~4.5 mm square, which is typical in the modern touchscreens. We have created a hardware system which consists of a total of 48 separate touch sensors. We investigated the interaction technique by it for both the sitting and walking situation, using a single finger sequential tapping and a pair finger simultaneous tapping. We have divided each side into three equal target areas and this separation made a total of 36 combinations. Our quantitative result showed that pair finger simultaneous tapping touches were faster, less error-prone in walking condition, compared to single finger sequential tapping into walking condition. Whereas, single finger sequence tapping touches were slower, but less error-prone in sitting condition, compared to pair simultaneous tapping in sitting condition. However, single finger sequential tapping touches were slower, much less error-prone in sitting condition compared to walking. Interestingly, double finger tapping touches had similar performance result in terms of both, error rate and completion time, in both sitting and walking conditions. Mental, physical, performance, effort did not have any effect on any temporal tapping???s and body poses experience of workload. In case of the parameter of temporal demand, for single finger sequential tapping mean temporal (time pressure) workload demand was higher than pair finger simultaneous tapping but body poses did not affect temporal (time pressure) workload for both of the sequential and simultaneous tapping type. In case of the parameter of frustration, the result suggested that mean frustration workload was higher for single finger sequential tapping experienced by the participants compared to pair finger simultaneous tapping and among body poses, walking experienced higher frustration mean workload than sitting. The subjective measure of overall workload during the performance study showed no significant difference between both independent variable: body pose (sitting and walking) and temporal tapping (single finger sequential tapping and pair finger simultaneous tapping).ope

    FĂ­schlĂĄr on a PDA: handheld user interface design to a video indexing, browsing and playback system

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    The FĂ­schlĂĄr digital video system is a web-based system for recording, analysis, browsing and playback of TV programmes which currently has about 350 users. Although the user interface to the system is designed for desktop PCs with a large screen and a mouse, we are developing versions to allow the use of mobile devices to access the system to record and browse the video content. In this paper, the design of a PDA user interface to video content browsing is considered. We use a design framework we have developed previously to be able to specify various video browsing interface styles thus making it possible to design for all potential users and their various environments. We can then apply this to the particulars of the PDA's small, touch-sensitive screen and the mobile environment where it will be used. The resultant video browsing interfaces have highly interactive interfaces yet are simple, which requires relatively less visual attention and focusing, and can be comfortably used in a mobile situation to browse the available video contents. To date we have developed and tested such interfaces on a Revo PDA, and are in the process of developing others

    Interacting "Through the Display"

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    The increasing availability of displays at lower costs has led to a proliferation of such in our everyday lives. Additionally, mobile devices are ready to hand and have been proposed as interaction devices for external screens. However, only their input mechanism was taken into account without considering three additional factors in environments hosting several displays: first, a connection needs to be established to the desired target display (modality). Second, screens in the environment may be re-arranged (flexibility). And third, displays may be out of the user’s reach (distance). In our research we aim to overcome the problems resulting from these characteristics. The overall goal is a new interaction model that allows for (1) a non-modal connection mechanism for impromptu use on various displays in the environment, (2) interaction on and across displays in highly flexible environments, and (3) interacting at variable distances. In this work we propose a new interaction model called through the display interaction which enables users to interact with remote content on their personal device in an absolute and direct fashion. To gain a better understanding of the effects of the additional characteristics, we implemented two prototypes each of which investigates a different distance to the target display: LucidDisplay allows users to place their mobile device directly on top of a larger external screen. MobileVue on the other hand enables users to interact with an external screen at a distance. In each of these prototypes we analyzed their effects on the remaining two criteria – namely the modality of the connection mechanism as well as the flexibility of the environment. With the findings gained in this initial phase we designed Shoot & Copy, a system that allows the detection of screens purely based on their visual content. Users aim their personal device’s camera at the target display which then appears in live video shown in the viewfinder. To select an item, users take a picture which is analyzed to determine the targeted region. We further extended this approach to multiple displays by using a centralized component serving as gateway to the display environment. In Tap & Drop we refined this prototype to support real-time feedback. Instead of taking pictures, users can now aim their mobile device at the display resulting and start interacting immediately. In doing so, we broke the rigid sequential interaction of content selection and content manipulation. Both prototypes allow for (1) connections in a non-modal way (i.e., aim at the display and start interacting with it) from the user’s point of view and (2) fully flexible environments (i.e., the mobile device tracks itself with respect to displays in the environment). However, the wide-angle lenses and thus greater field of views of current mobile devices still do not allow for variable distances. In Touch Projector, we overcome this limitation by introducing zooming in combination with temporarily freezing the video image. Based on our extensions to taxonomy of mobile device interaction on external displays, we created a refined model of interacting through the display for mobile use. It enables users to interact impromptu without explicitly establishing a connection to the target display (non-modal). As the mobile device tracks itself with respect to displays in the environment, the model further allows for full flexibility of the environment (i.e., displays can be re-arranged without affecting on the interaction). And above all, users can interact with external displays regardless of their actual size at variable distances without any loss of accuracy.Die steigende VerfĂŒgbarkeit von Bildschirmen hat zu deren Verbreitung in unserem Alltag gefĂŒhrt. Ferner sind mobile GerĂ€te immer griffbereit und wurden bereits als InteraktionsgerĂ€te fĂŒr zusĂ€tzliche Bildschirme vorgeschlagen. Es wurden jedoch nur Eingabemechanismen berĂŒcksichtigt ohne nĂ€her auf drei weitere Faktoren in Umgebungen mit mehreren Bildschirmen einzugehen: (1) Beide GerĂ€te mĂŒssen verbunden werden (ModalitĂ€t). (2) Bildschirme können in solchen Umgebungen umgeordnet werden (FlexibilitĂ€t). (3) Monitore können außer Reichweite sein (Distanz). Wir streben an, die Probleme, die durch diese Eigenschaften auftreten, zu lösen. Das ĂŒbergeordnete Ziel ist ein Interaktionsmodell, das einen nicht-modalen Verbindungsaufbau fĂŒr spontane Verwendung von Bildschirmen in solchen Umgebungen, (2) Interaktion auf und zwischen Bildschirmen in flexiblen Umgebungen, und (3) Interaktionen in variablen Distanzen erlaubt. Wir stellen ein Modell (Interaktion durch den Bildschirm) vor, mit dem Benutzer mit entfernten Inhalten in direkter und absoluter Weise auf ihrem MobilgerĂ€t interagieren können. Um die Effekte der hinzugefĂŒgten Charakteristiken besser zu verstehen, haben wir zwei Prototypen fĂŒr unterschiedliche Distanzen implementiert: LucidDisplay erlaubt Benutzern ihr mobiles GerĂ€t auf einen grĂ¶ĂŸeren, sekundĂ€ren Bildschirm zu legen. GegensĂ€tzlich dazu ermöglicht MobileVue die Interaktion mit einem zusĂ€tzlichen Monitor in einer gewissen Entfernung. In beiden Prototypen haben wir dann die Effekte der verbleibenden zwei Kriterien (d.h. ModalitĂ€t des Verbindungsaufbaus und FlexibilitĂ€t der Umgebung) analysiert. Mit den in dieser ersten Phase erhaltenen Ergebnissen haben wir Shoot & Copy entworfen. Dieser Prototyp erlaubt die Erkennung von Bildschirmen einzig ĂŒber deren visuellen Inhalt. Benutzer zeigen mit der Kamera ihres MobilgerĂ€ts auf einen Bildschirm dessen Inhalt dann in Form von Video im Sucher dargestellt wird. Durch die Aufnahme eines Bildes (und der darauf folgenden Analyse) wird Inhalt ausgewĂ€hlt. Wir haben dieses Konzept zudem auf mehrere Bildschirme erweitert, indem wir eine zentrale Instanz verwendet haben, die als Schnittstelle zur Umgebung agiert. Mit Tap & Drop haben wir den Prototyp verfeinert, um Echtzeit-Feedback zu ermöglichen. Anstelle der Bildaufnahme können Benutzer nun ihr mobiles GerĂ€t auf den Bildschirm richten und sofort interagieren. Dadurch haben wir die strikt sequentielle Interaktion (Inhalt auswĂ€hlen und Inhalt manipulieren) aufgebrochen. Beide Prototypen erlauben bereits nicht-modale Verbindungsmechanismen in flexiblen Umgebungen. Die in heutigen MobilgerĂ€ten verwendeten Weitwinkel-Objektive erlauben jedoch nach wie vor keine variablen Distanzen. Mit Touch Projector beseitigen wir diese EinschrĂ€nkung, indem wir Zoomen in Kombination mit einer vorĂŒbergehenden Pausierung des Videos im Sucher einfĂŒgen. Basierend auf den Erweiterungen der Klassifizierung von Interaktionen mit zusĂ€tzlichen Bildschirmen durch mobile GerĂ€te haben wir ein verbessertes Modell (Interaktion durch den Bildschirm) erstellt. Es erlaubt Benutzern spontan zu interagieren, ohne explizit eine Verbindung zum zweiten Bildschirm herstellen zu mĂŒssen (nicht-modal). Da das mobile GerĂ€t seinen rĂ€umlichen Bezug zu allen Bildschirmen selbst bestimmt, erlaubt unser Modell zusĂ€tzlich volle FlexibilitĂ€t in solchen Umgebungen. DarĂŒber hinaus können Benutzer mit zusĂ€tzlichen Bildschirmen (unabhĂ€ngig von deren GrĂ¶ĂŸe) in variablen Entfernungen interagieren

    TapGazer:Text Entry with finger tapping and gaze-directed word selection

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    While using VR, efficient text entry is a challenge: users cannot easily locate standard physical keyboards, and keys are often out of reach, e.g. when standing. We present TapGazer, a text entry system where users type by tapping their fingers in place. Users can tap anywhere as long as the identity of each tapping finger can be detected with sensors. Ambiguity between different possible input words is resolved by selecting target words with gaze. If gaze tracking is unavailable, ambiguity is resolved by selecting target words with additional taps. We evaluated TapGazer for seated and standing VR: seated novice users using touchpads as tap surfaces reached 44.81 words per minute (WPM), 79.17% of their QWERTY typing speed. Standing novice users tapped on their thighs with touch-sensitive gloves, reaching 45.26 WPM (71.91%). We analyze TapGazer with a theoretical performance model and discuss its potential for text input in future AR scenarios.</p

    Augmented reality selection through smart glasses

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    O mercado de Ăłculos inteligentes estĂĄ em crescimento. Este crescimento abre a possibilidade de um dia os Ăłculos inteligentes assumirem um papel mais ativo tal como os smartphones jĂĄ tĂȘm na vida quotidiana das pessoas. VĂĄrios mĂ©todos de interação com esta tecnologia tĂȘm sido estudados, mas ainda nĂŁo Ă© claro qual o mĂ©todo que poderĂĄ ser o melhor para interagir com objetos virtuais. Neste trabalho sĂŁo mencionados diversos estudos que se focam nos diferentes mĂ©todos de interação para aplicaçÔes de realidade aumentada. É dado destaque Ă s tĂ©cnicas de interação para Ăłculos inteligentes tal como Ă s suas vantagens e desvantagens. No contexto deste trabalho foi desenvolvido um protĂłtipo de Realidade Aumentada para locais fechados, implementando trĂȘs mĂ©todos de interação diferentes. Foram tambĂ©m estudadas as preferĂȘncias do utilizador e sua vontade de executar o mĂ©todo de interação em pĂșblico. AlĂ©m disso, Ă© extraĂ­do o tempo de reação que Ă© o tempo entre a deteção de uma marca e o utilizador interagir com ela. Um protĂłtipo de Realidade Aumentada ao ar livre foi desenvolvido a fim compreender os desafios diferentes entre uma aplicação de Realidade Aumentada para ambientes interiores e exteriores. Na discussĂŁo Ă© possĂ­vel entender que os utilizadores se sentem mais confortĂĄveis usando um mĂ©todo de interação semelhante ao que eles jĂĄ usam. No entanto, a solução com dois mĂ©todos de interação, função de toque nos Ăłculos inteligentes e movimento da cabeça, permitem obter resultados prĂłximos aos resultados do controlador. É importante destacar que os utilizadores nĂŁo passaram por uma fase de aprendizagem os resultados apresentados nos testes referem-se sempre Ă  primeira e Ășnica vez com o mĂ©todo de interação. O que leva a crer que o futuro de interação com Ăłculos inteligentes possa ser uma fusĂŁo de diferentes tĂ©cnicas de interação.The smart glasses’ market continues growing. It enables the possibility of someday smart glasses to have a presence as smartphones have already nowadays in people's daily life. Several interaction methods for smart glasses have been studied, but it is not clear which method could be the best to interact with virtual objects. In this research, it is covered studies that focus on the different interaction methods for reality augmented applications. It is highlighted the interaction methods for smart glasses and the advantages and disadvantages of each interaction method. In this work, an Augmented Reality prototype for indoor was developed, implementing three different interaction methods. It was studied the users’ preferences and their willingness to perform the interaction method in public. Besides that, it is extracted the reaction time which is the time between the detection of a marker and the user interact with it. An outdoor Augmented Reality application was developed to understand the different challenges between indoor and outdoor Augmented Reality applications. In the discussion, it is possible to understand that users feel more comfortable using an interaction method similar to what they already use. However, the solution with two interaction methods, smart glass’s tap function, and head movement allows getting results close to the results of the controller. It is important to highlight that was always the first time of the users, so there was no learning before testing. This leads to believe that the future of smart glasses interaction can be the merge of different interaction methods

    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 OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen 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 BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr 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 OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird

    Can Virtual Reality Protect Users from Keystroke Inference Attacks?

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    Virtual Reality (VR) has gained popularity by providing immersive and interactive experiences without geographical limitations. It also provides a sense of personal privacy through physical separation. In this paper, we show that despite assumptions of enhanced privacy, VR is unable to shield its users from side-channel attacks that steal private information. Ironically, this vulnerability arises from VR's greatest strength, its immersive and interactive nature. We demonstrate this by designing and implementing a new set of keystroke inference attacks in shared virtual environments, where an attacker (VR user) can recover the content typed by another VR user by observing their avatar. While the avatar displays noisy telemetry of the user's hand motion, an intelligent attacker can use that data to recognize typed keys and reconstruct typed content, without knowing the keyboard layout or gathering labeled data. We evaluate the proposed attacks using IRB-approved user studies across multiple VR scenarios. For 13 out of 15 tested users, our attacks accurately recognize 86%-98% of typed keys, and the recovered content retains up to 98% of the meaning of the original typed content. We also discuss potential defenses.Comment: Accepted by USENIX 202
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