201 research outputs found
Two-Finger 3D Rotations for Novice Users: Surjective and Integral Interactions
International audienceNow that 3D interaction is available on tablets and smart phones, it becomes critical to provide efficient 3D interaction techniques for novice users. This paper investigates interaction techniques for 3D rotation with two fingers of a single hand, on multitouch mobile devices. We introduce two new rotation techniques that allow integral control of the 3 axes of rotation. These techniques also satisfy a new criterion that we introduce: surjection. We ran a study to compare the new techniques with two widely used rotation techniques from the literature. Results indicate that surjection and integration lead to a performance improvement of a group of participants who had no prior experience in 3D interaction. Qualitative results also indicate participants' preference for the new interaction techniques
Comparison of input devices in an ISEE direct timbre manipulation task
The representation and manipulation of sound within multimedia systems is an important and currently under-researched area. The paper gives an overview of the authors' work on the direct manipulation of audio information, and describes a solution based upon the navigation of four-dimensional scaled timbre spaces. Three hardware input devices were experimentally evaluated for use in a timbre space navigation task: the Apple Standard Mouse, Gravis Advanced Mousestick II joystick (absolute and relative) and the Nintendo Power Glove. Results show that the usability of these devices significantly affected the efficacy of the system, and that conventional low-cost, low-dimensional devices provided better performance than the low-cost, multidimensional dataglove
Gaze+RST: Integrating Gaze and Multitouch for Remote Rotate-Scale-Translate Tasks
Our work investigates the use of gaze and multitouch to fluidly perform rotate-scale-translate (RST) tasks on large displays. The work specifically aims to understand if gaze can provide benefit in such a task, how task complexity affects performance, and how gaze and multitouch can be combined to create an integral input structure suited to the task of RST. We present four techniques that individually strike a different balance between gaze-based and touch-based translation while maintaining concurrent rotation and scaling operations. A 16 participant empirical evaluation revealed that three of our four techniques present viable options for this scenario, and that larger distances and rotation/scaling operations can significantly affect a gaze-based translation configuration. Furthermore we uncover new insights regarding multimodal integrality, finding that gaze and touch can be combined into configurations that pertain to integral or separable input structures
InfoVis experience enhancement through mediated interaction
Information visualization is an experience in which both the aesthetic representations and interaction are part. Such an experience can be augmented through close consideration of its major components. Interaction is crucial to the experience, yet it has seldom been adequately explored in the field. We claim that direct mediated interaction can augment such an experience. This paper discusses the reasons behind such a claim and proposes a mediated interactive manipulation scheme based on the notion of directness. It also describes the ways in which such a claim will be validated. The Literature Knowledge Domain (LKD) is used as the concrete domain around which the discussions will be held
The Many Faces of Garner Interference
Thesis (Ph.D.) - Indiana University, Psychological & Brain Sciences, 2014A series of speeded classification tasks proposed by Garner (1974) has become a well-entrenched method for identifying interactions between perceptual dimensions. The theory proposes that integral dimensions should produce a redundancy gain when a second dimension covaries perfectly with the attended dimension, and interference if the second dimension varies irrelevantly. This work questions the interpretation of such results as indicating interactive dimensions, reviewing independent models which naturally exhibit such effects. Furthermore, there are several methodological confounds which make the cause of Garner interference non-identifiable in the standard experimental context, the most serious of which is the conflation of changes in the number of stimuli with changes in the number of irrelevant dimensions. Here is proposed a novel three-dimensional extension of the Garner paradigm capable of disambiguating these experimental factors, which includes several conditions designed to help distinguish between various competing models of the related phenomena. This new paradigm was implemented with two stimulus sets, both composed of known integral dimensions, but from opposite sides of the complexity spectrum: color patches differing in their saturation, brightness, and hue; and faces differing in weight, age, and gender. Results show typical Garner interference effects for both stimulus sets, although the redundancy gains were rather modest. When a three-dimensional analog of the Garner filtering test is created by allowing a second irrelevant dimension to vary, however, the expected interference effects do not appear. Counter-intuitively, this additional variation often leads to an improvement in performance, an effect which cannot be predicted by the extant models. This effect is shown to be driven primarily by the extra dimension of variation rather than the additional stimuli. The implications for these (and other) findings are considered with regards to the utility of the Garner paradigm and the models that have attempted to describe it
The Many Faces of Garner Interference
A series of speeded classification tasks proposed by Garner (1974) has become a well-entrenched method for identifying interactions between perceptual dimensions. The theory proposes that integral dimensions should produce a redundancy gain when a second dimension covaries perfectly with the attended dimension, and interference if the second dimension varies irrelevantly. This work questions the interpretation of such results as indicating interactive dimensions, reviewing independent models which naturally exhibit such effects. Furthermore, there are several methodological confounds which make the cause of Garner interference non-identifiable in the standard experimental context, the most serious of which is the conflation of changes in the number of stimuli with changes in the number of irrelevant dimensions. Here is proposed a novel three-dimensional extension of the Garner paradigm capable of disambiguating these experimental factors, which includes several conditions designed to help distinguish between various competing models of the related phenomena. This new paradigm was implemented with two stimulus sets, both composed of known integral dimensions, but from opposite sides of the complexity spectrum: color patches differing in their saturation, brightness, and hue; and faces differing in weight, age, and gender. Results show typical Garner interference effects for both stimulus sets, although the redundancy gains were rather modest. When a three-dimensional analog of the Garner filtering test is created by allowing a second irrelevant dimension to vary, however, the expected interference effects do not appear. Counter-intuitively, this additional variation often leads to an improvement in performance, an effect which cannot be predicted by the extant models. This effect is shown to be driven primarily by the extra dimension of variation rather than the additional stimuli. The implications for these (and other) findings are considered with regards to the utility of the Garner paradigm and the models that have attempted to describe it
The Roly-Poly Mouse: Designing a Rolling Input Device Unifying 2D and 3D Interaction
International audienceWe present the design and evaluation of the Roly-Poly Mouse (RPM), a rolling input device that combines the advantages of the mouse (position displacement) and of 3D devices (roll and rotation) to unify 2D and 3D interaction. Our first study explores RPM gesture amplitude and stability for different upper shapes (Hemispherical, Convex) and hand postures. 8 roll directions can be performed precisely and their amplitude is larger on Hemispherical RPM. As minor rolls affect translation, we propose a roll correction algorithm to support stable 2D pointing with RPM. We propose the use of compound gestures for 3D pointing and docking, and evaluate them against a commercial 3D device, the SpaceMouse. Our studies reveal that RPM performs 31% faster than the SpaceMouse for 3D pointing and equivalently for 3D rotation. Finally, we present a proof-of-concept integrated RPM prototype along with discussion on the various technical challenges to overcome to build a final integrated version of RPM
Generalized Trackball and 3D Touch Interaction
This thesis faces the problem of 3D interaction by means of touch and mouse input. We propose a multitouch enabled adaptation of the classical mouse based trackball interaction scheme. In addition we introduce a new interaction metaphor based on visiting the space around a virtual object remaining at a given distance. This approach allows an intuitive navigation of topologically complex shapes enabling unexperienced users to visit hard to be reached parts
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