1,145 research outputs found

    Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers.

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    Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications.Comment: 10 pages, 8 figures, ISMAR 202

    Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System

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    Optical see-through head-mounted displays (OST HMDs) are a popular output medium for mobile Augmented Reality (AR) applications. To date, they lack efficient text entry techniques. Smartphones are a major text entry medium in mobile contexts but attentional demands can contribute to accidents while typing on the go. Mobile multi-display ecologies, such as combined OST HMD-smartphone systems, promise performance and situation awareness benefits over single-device use. We study the joint performance of text entry on mobile phones with text output on optical see-through head-mounted displays. A series of five experiments with a total of 86 participants indicate that, as of today, the challenges in such a joint interactive system outweigh the potential benefits.Comment: To appear in IEEE Transactions on Visualization and Computer Graphics On page(s): 1-17 Print ISSN: 1077-2626 Online ISSN: 1077-262

    NASA patent abstracts bibliography: A continuing bibliography. Section 1: Abstracts (supplement 43)

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    Abstracts are provided for 128 patents and patent applications entered into the NASA scientific and technical information system during the period Jan. 1993 through Jun. 1993. Each entry consists of a citation, an abstract, and in most cases, a key illustration selected from the patent or patent application

    Interaction Methods for Smart Glasses : A Survey

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    Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human-computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. Finally, we discuss several key design challenges and the possibility of multi-modal input for smart glasses.Peer reviewe

    NASA patent abstracts bibliography: A continuing bibliography. Section 1: Abstracts (supplement 40)

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    Abstracts are provided for 181 patents and patent applications entered into the NASA scientific and technical information system during the period July 1991 through December 1991. Each entry consists of a citation, an abstract, and in most cases, a key illustration selected from the patent or patent application

    Virtual monitors vs. physical monitors: an empirical comparison for productivity work

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    Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 342)

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    This bibliography lists 208 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during October 1990. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Grating Aligned Ferroelectric Liquid Crystal Devices

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    This thesis is concerned with the vertical grating alignment of ferroelectric liquid crystals (FLCs). FLCs exhibit fast electro-optic response times compared to traditional nematic devices, and so are of particular interest for use in micro-displays and liquid crystal on silicon (LCoS) spatial light modulators. Unfortunately such materials are highly susceptible to shock induced ow. This work introduces the VGA-FLC device geometry: a vertical grating aligned ferroelectric liquid crystal display. The vertical alignment gives preferential alignment to the smectic layers, and the amplitude and pitch of the grating ensure stable alignment of the c-director of the FLC. The combined effect is shown to result in a shock-stable FLC geometry. The device is addressed with in-plane electric fields, and is shown to obtain fast optical response times. The theory and physics of the device is explored, and further experiments are suggested that can be performed for device optimisation
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