6,246 research outputs found

    Web-based multimodal graphs for visually impaired people

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    This paper describes the development and evaluation of Web-based multimodal graphs designed for visually impaired and blind people. The information in the graphs is conveyed to visually impaired people through haptic and audio channels. The motivation of this work is to address problems faced by visually impaired people in accessing graphical information on the Internet, particularly the common types of graphs for data visualization. In our work, line graphs, bar charts and pie charts are accessible through a force feedback device, the Logitech WingMan Force Feedback Mouse. Pre-recorded sound files are used to represent graph contents to users. In order to test the usability of the developed Web graphs, an evaluation was conducted with bar charts as the experimental platform. The results showed that the participants could successfully use the haptic and audio features to extract information from the Web graphs

    Classifying public display systems: an input/output channel perspective

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    Public display screens are relatively recent additions to our world, and while they may be as simple as a large screen with minimal input/output features, more recent developments have introduced much richer interaction possibilities supporting a variety of interaction styles. In this paper we propose a framework for classifying public display systems with a view to better understanding how they differ in terms of their interaction channels and how future installations are likely to evolve. This framework is explored through 15 existing public display systems which use mobile phones for interaction in the display space

    Towards transparent telepresence

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    It is proposed that the concept of transparent telepresence can be closely approached through high fidelity technological mediation. It is argued that the matching of the system capabilities to those of the human user will yield a strong sense of immersion and presence at a remote site. Some applications of such a system are noted. The concept is explained and critical system elements are described together with an overview of some of the necessary system specifications

    Cross-Platform Presentation of Interactive Volumetric Imagery

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    Volume data is useful across many disciplines, not just medicine. Thus, it is very important that researchers have a simple and lightweight method of sharing and reproducing such volumetric data. In this paper, we explore some of the challenges associated with volume rendering, both from a classical sense and from the context of Web3D technologies. We describe and evaluate the pro- posed X3D Volume Rendering Component and its associated styles for their suitability in the visualization of several types of image data. Additionally, we examine the ability for a minimal X3D node set to capture provenance and semantic information from outside ontologies in metadata and integrate it with the scene graph

    Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments

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    Cooperation between multiple users in a virtual environment (VE) can take place at one of three levels. These are defined as where users can perceive each other (Level 1), individually change the scene (Level 2), or simultaneously act on and manipulate the same object (Level 3). Despite representing the highest level of cooperation, multi-user object manipulation has rarely been studied. This paper describes a behavioral experiment in which the piano movers' problem (maneuvering a large object through a restricted space) was used to investigate object manipulation by pairs of participants in a VE. Participants' interactions with the object were integrated together either symmetrically or asymmetrically. The former only allowed the common component of participants' actions to take place, but the latter used the mean. Symmetric action integration was superior for sections of the task when both participants had to perform similar actions, but if participants had to move in different ways (e.g., one maneuvering themselves through a narrow opening while the other traveled down a wide corridor) then asymmetric integration was superior. With both forms of integration, the extent to which participants coordinated their actions was poor and this led to a substantial cooperation overhead (the reduction in performance caused by having to cooperate with another person)
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