132,970 research outputs found

    Towards Ultra-Low-Latency mmWave Wi-Fi for Multi-User Interactive Virtual Reality

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    The need for cables with high-fidelity Virtual Reality (VR) headsets remains a stumbling block on the path towards interactive multi-user VR. Due to strict latency constraints, designing fully wireless headsets is challenging, with the few commercially available solutions being expensive. These solutions use proprietary millimeter wave (mmWave) communications technologies, as extremely high frequencies are needed to meet the throughput and latency requirements of VR applications. In this work, we investigate whether such a system could be built using specification-compliant IEEE 802.11ad hardware, which would significantly reduce the cost of wireless mmWave VR solutions. We present a theoretical framework to calculate attainable live VR video bitrates for different IEEE 802.11ad channel access methods, using 1 or more head-mounted displays connected to a single Access Point (AP). Using the ns-3 simulator, we validate our theoretical framework, and demonstrate that a properly configured IEEE 802.11ad AP can support at least 8 headsets receiving a 4K video stream for each eye, with transmission latency under 1 millisecond.Comment: Published at 2020 IEEE Global Communications Conference (GLOBECOM

    Interaction platform-orientated perspective in designing novel applications

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    The lack of HCI offerings in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. We argue that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation

    Designing novel applications inspired by emerging media technologies

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    The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users’ needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users’ usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors’ extensive experience in designing novel applications inspired by emerging media technologies

    Designing an interface for a digital movie browsing system in the film studies domain

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    This article explains our work in designing an interface for a digital movie browsing system in the specific application context of film studies. The development of MOVIEBROWSER2 follows some general design guidelines based on an earlier user study with film studies students at Dublin City University. These design guidelines have been used as an input to the MOVIEBROWSER2 system design. The rationale for the interface design decisions has been elaborated. An experiment has been carried out among film studies student, together with a one-semester trial deployment. The results show positive feedback and a better performance in the students’ essay outcome with higher perceived satisfaction level

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

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

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    The Físchlár 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

    Balancing the power of multimedia information retrieval and usability in designing interactive TV

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    Steady progress in the field of multimedia information retrieval (MMIR) promises a useful set of tools that could provide new usage scenarios and features to enhance the user experience in today s digital media applications. In the interactive TV domain, the simplicity of interaction is more crucial than in any other digital media domain and ultimately determines the success or otherwise of any new applications. Thus when integrating emerging tools like MMIR into interactive TV, the increase in interface complexity and sophistication resulting from these features can easily reduce its actual usability. In this paper we describe a design strategy we developed as a result of our e®ort in balancing the power of emerging multimedia information retrieval techniques and maintaining the simplicity of the interface in interactive TV. By providing multiple levels of interface sophistication in increasing order as a viewer repeatedly presses the same button on their remote control, we provide a layered interface that can accommodate viewers requiring varying degrees of power and simplicity. A series of screen shots from the system we have actually developed and built illustrates how this is achieved

    Físchlár-DiamondTouch: collaborative video searching on a table

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    In this paper we present the system we have developed for our participation in the annual TRECVid benchmarking activity, specically the system we have developed, Físchlár-DT, for participation in the interactive search task of TRECVid 2005. Our back-end search engine uses a combination of a text search which operates over the automatic speech recognised text, and an image search which uses low-level image features matched against video keyframes. The two novel aspects of our work are the fact that we are evaluating collaborative, team-based search among groups of users working together, and that we are using a novel touch-sensitive tabletop interface and interaction device known as the DiamondTouch to support this collaborative search. The paper summarises the backend search systems as well as presenting the interface we have developed, in detail
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