7,508 research outputs found
An Introduction to 3D User Interface Design
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
Navigation Devices for Mobile Phones
A mobile phone has several buttons/keys e.g. numerical keys, side keys, camera buttons and navigation keys. SEMC, Sony Ericsson Mobile Communications AB, has mainly used the joystick and the rocker key as their navigation devices since they released their first phone in 2002. These technologies are used in all their phones except smart phones, e.g. W950 and P990. During the years SEMC has experienced some quality problems with their navigation devices, mainly with the joystick, because of the lack of ability to keep dust out. As the development of mobile phones progress, with more functions and larger quantity of data to go through, the need of a navigation device with more possibilities arise. The purpose of this master thesis was to perform a pre-study on the next generation navigation devices for mobile phones and based on that give recommendations to SEMC of which navigation devices suitable to be used in the future
User Driven Innovation: Incorporating Disabled Lead Users in Early Phase Product Development
How can disabled non-designers play a leading role in product development? As part of early phase product ideation, designers often rely on methods (Pahl & Beitz, 1996, Chapter 4). These methods help designers develop appropriate solutions to design problems. However, ideation processes may also involve non-designers. These could be end-users, managers, domain experts or other stakeholders.
A very specific form of user involvement is through lead users. Lead users can be identified as: 1) being at the leading edge of an important market trend, and experiencing needs that will later be experienced by many users in that market, and 2) anticipating relatively high benefits from obtaining a solution to their needs. This motivates them to participate. They are often a limited group of persons with specialized skills or experiences (Urban & von Hippel, 1988).
In this paper discuss the involvement of disabled lead users in early product development. We will focus on generative methods used for the creation of a wearable mobility device. The device consists, in part, of a 3D, time-of-flight DepthSense camera by Softkinetic, combined with a wearable tactile display developed by Elitac, two technology manufacturers. In addition to reflecting on our approach, we also introduce relevant research themes involving disabled lead users
Deep Thermal Imaging: Proximate Material Type Recognition in the Wild through Deep Learning of Spatial Surface Temperature Patterns
We introduce Deep Thermal Imaging, a new approach for close-range automatic
recognition of materials to enhance the understanding of people and ubiquitous
technologies of their proximal environment. Our approach uses a low-cost mobile
thermal camera integrated into a smartphone to capture thermal textures. A deep
neural network classifies these textures into material types. This approach
works effectively without the need for ambient light sources or direct contact
with materials. Furthermore, the use of a deep learning network removes the
need to handcraft the set of features for different materials. We evaluated the
performance of the system by training it to recognise 32 material types in both
indoor and outdoor environments. Our approach produced recognition accuracies
above 98% in 14,860 images of 15 indoor materials and above 89% in 26,584
images of 17 outdoor materials. We conclude by discussing its potentials for
real-time use in HCI applications and future directions.Comment: Proceedings of the 2018 CHI Conference on Human Factors in Computing
System
Novel Multimodal Feedback Techniques for In-Car Mid-Air Gesture Interaction
This paper presents an investigation into the effects of different feedback modalities on mid-air gesture interaction for infotainment systems in cars. Car crashes and near-crash events are most commonly caused by driver distraction. Mid-air interaction is a way of reducing driver distraction by reducing visual demand from infotainment. Despite a range of available modalities, feedback in mid-air gesture systems is generally provided through visual displays. We conducted a simulated driving study to investigate how different types of multimodal feedback can support in-air gestures. The effects of different feedback modalities on eye gaze behaviour, and the driving and gesturing tasks are considered. We found that feedback modality influenced gesturing behaviour. However, drivers corrected falsely executed gestures more often in non-visual conditions. Our findings show that non-visual feedback can reduce visual distraction significantl
Testing a Shape-Changing Haptic Navigation Device With Vision-Impaired and Sighted Audiences in an Immersive Theater Setting
Flatland was an immersive “in-the-wild” experimental theater and technology project, undertaken with the goal of developing systems that could assist “real-world” pedestrian navigation for both vision-impaired (VI) and sighted individuals, while also exploring inclusive and equivalent cultural experiences for VI and sighted audiences. A novel shape-changing handheld haptic navigation device, the “Animotus,” was developed. The device has the ability to modify its form in the user's grasp to communicate heading and proximity to navigational targets. Flatland provided a unique opportunity to comparatively study the use of novel navigation devices with a large group of individuals (79 sighted, 15 VI) who were primarily attending a theater production rather than an experimental study. In this paper, we present our findings on comparing the navigation performance (measured in terms of efficiency, average pace, and time facing targets) and opinions of VI and sighted users of the Animotus as they negotiated the 112 m2 production environment. Differences in navigation performance were nonsignificant across VI and sighted individuals and a similar range of opinions on device function and engagement spanned both groups. We believe more structured device familiarization, particularly for VI users, could improve performance and incorrect technology expectations (such as obstacle avoidance capability), which influenced overall opinion. This paper is intended to aid the development of future inclusive technologies and cultural experiences
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