125,697 research outputs found

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    Tac-tiles: multimodal pie charts for visually impaired users

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    Tac-tiles is an accessible interface that allows visually impaired users to browse graphical information using tactile and audio feedback. The system uses a graphics tablet which is augmented with a tangible overlay tile to guide user exploration. Dynamic feedback is provided by a tactile pin-array at the fingertips, and through speech/non-speech audio cues. In designing the system, we seek to preserve the affordances and metaphors of traditional, low-tech teaching media for the blind, and combine this with the benefits of a digital representation. Traditional tangible media allow rapid, non-sequential access to data, promote easy and unambiguous access to resources such as axes and gridlines, allow the use of external memory, and preserve visual conventions, thus promoting collaboration with sighted colleagues. A prototype system was evaluated with visually impaired users, and recommendations for multimodal design were derived

    Talk your way round: a speech interface to a virtual museum

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    Purpose: To explore the development of a speech interface to a Virtual World and to consider its relevance for disabled users. Method: The system was developed using mainly software that is available at minimal cost. How well the system functioned was assessed by measuring the number of times a group of users with a range of voices had to repeat commands in order for them to be successfully recognised. During an initial session, these users were asked to use the system with no instruction to see how easy this was. Results: Most of the spoken commands had to be repeated less than twice on average for successful recognition. For a set of ‘teleportation’ commands this figure was higher (2.4), but it was clear why this was so and could easily be rectified. The system was easy to use without instruction. Comments on the system were generally positive. Conclusions: While the system has some limitations, a Virtual World with a reasonably reliable speech interface has been developed almost entirely from software which is available at minimal cost. Improvements and further testing are considered. Such a system would clearly improve access to Virtual Reality technologies for those without the skills or physical ability to use a standard keyboard and mouse. It is an example of both Assistive Technology and Universal Design

    Mobile phones: a trade-off between speech intelligibility and exposure to noise levels and to radio-frequency electromagnetic fields

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    When making phone calls, cellphone and smartphone users are exposed to radio-frequency (RF) electromagnetic fields (EMFs) and sound pressure simultaneously. Speech intelligibility during mobile phone calls is related to the sound pressure level of speech relative to potential background sounds and also to the RF-EMF exposure, since the signal quality is correlated with the RF-EMF strength. Additionally, speech intelligibility, sound pressure level, and exposure to RF-EMFs are dependent on how the call is made (on speaker, held at the ear, or with headsets). The relationship between speech intelligibility, sound exposure, and exposure to RF-EMFs is determined in this study. To this aim, the transmitted RF-EMF power was recorded during phone calls made by 53 subjects in three different, controlled exposure scenarios: calling with the phone at the ear, calling in speaker mode, and calling with a headset. This emitted power is directly proportional to the exposure to RF EMFs and is translated into specific absorption rate using numerical simulations. Simultaneously, sound pressure levels have been recorded and speech intelligibility has been assessed during each phone call. The results show that exposure to RF-EMFs, quantified as the specific absorption in the head, will be reduced when speaker-mode or a headset is used, in comparison to calling next to the ear. Additionally, personal exposure to sound pressure is also found to be highest in the condition where the phone is held next to the ear. On the other hand, speech perception is found to be the best when calling with a phone next to the ear in comparison to the other studied conditions, when background noise is present

    Considering the User in the Wireless World

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    The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades
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