27,525 research outputs found

    Interaction techniques for wall-sized screens

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    Large screen displays are part of many future visions, such as i-LAND that describes the possible workspace of the future. Research showed that wall-sized screens provide clear benefits for data exploration, collaboration and organizing work in office environments. With the increase of computational power and falling display prices wall-sized screens currently make the step out of research labs and specific settings into office environments and private life. Today, there is no standard set of interaction techniques for interacting with wall-sized displays and it is even unclear if a single mode of input is suitable for all potential applications. In this workshop, we will bring together researchers from academia and industry who work on large screens. Together, we will survey current research directions, review promising interaction techniques, and identify the underlying fundamental research challenges

    Mid-Air gestures for window management on large displays

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    We can observe a continuous trend for using larger screens with higher resolutions and greater pixel density. With advances in hard- and software technology, wall-sized displays for daily office work are already on the horizon. We assume that there will be no hard paradigm change in interaction techniques in the near future. Therefore, new concepts for wall-sized displays will be included in existing products. Designing interaction concepts for wall-sized displays in an office environment is a challenging task. Most crucial is designing appropriate input techniques. Moving the mouse pointer from one corner to another over a longer distance is cumbersome. However, pointing with a mouse is precise and common-place. We propose using mid-air gestures to support input with mouse and keyboard on large displays. In particular, we designed a gesture set for manipulating regular windows

    A combined study of heat and mass transfer in an infant incubator with an overhead screen

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    The main objective of this study is to investigate the major physical processes taking place inside an infant incubator, before and after modifications have been made to its interior chamber. The modification involves the addition of an overhead screen to decrease radiation heat losses from the infant placed inside the incubator. The present study investigates the effect of these modifications on the convective heat flux from the infant’s body to the surrounding environment inside the incubator. A combined analysis of airflow and heat transfer due to conduction, convection, radiation and evaporation has been performed, in order to calculate the temperature and velocity fields inside the incubator before and after the design modification. Due to the geometrical complexity of the model, Computer-Aided Design (CAD) applications were used to generate a computer-based model. All numerical calculations have been performed using the commercial Computational Fluid Dynamics (CFD) package FLUENT, together with in-house routines used for managing purposes and User-Defined Functions (UDFs) which extend the basic solver capabilities. Numerical calculations have been performed for three different air inlet temperatures: 32, 34 and 36ºC. The study shows a decrease of the radiative and convective heat losses when the overhead screen is present. The results obtained were numerically verified as well as compared with results available in the literature from investigations of dry heat losses from infant manikins

    Ultra high bypass Nacelle aerodynamics inlet flow-through high angle of attack distortion test

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    A flow-through inlet test program was conducted to evaluate inlet test methods and determine the impact of the fan on inlet separation when operating at large angles of attack. A total of 16 model configurations of approximately 1/6 scale were tested. A comparison of these flow-through results with powered data indicates the presence of the fan increased separation operation 3 degrees to 4 degrees over the flow through inlet. Rods and screens located at the fan face station, that redistribute the flow, achieved simulation of the powered-fan results for separation angle of attack. Concepts to reduce inlet distortion and increase angle of attack capability were also evaluated. Vortex generators located on the inlet surface increased inlet angle of attack capability up to 2 degrees and reduced inlet distortion in the separated region. Finally, a method of simulating the fan/inlet aerodynamic interaction using blockage sizing method has been defined. With this method, a static blockage device used with a flow-through model will approximate the same inlet onset of separation angle of attack and distortion pattern that would be obtained with an inlet model containing a powered fan

    The NASA Langley Laminar-Flow-Control (LFC) experiment on a swept, supercritical airfoil: Design overview

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    A large-chord, swept, supercritical, laminar-flow-control (LFC) airfoil was designed and constructed and is currently undergoing tests in the Langley 8 ft Transonic Pressure Tunnel. The experiment was directed toward evaluating the compatibility of LFC and supercritical airfoils, validating prediction techniques, and generating a data base for future transport airfoil design as part of NASA's ongoing research program to significantly reduce drag and increase aircraft efficiency. Unique features of the airfoil included a high design Mach number with shock free flow and boundary layer control by suction. Special requirements for the experiment included modifications to the wind tunnel to achieve the necessary flow quality and contouring of the test section walls to simulate free air flow about a swept model at transonic speeds. Design of the airfoil with a slotted suction surface, the suction system, and modifications to the tunnel to meet test requirements are discussed

    Collaborative Human-Computer Interaction with Big Wall Displays - BigWallHCI 2013 3rd JRC ECML Crisis Management Technology Workshop

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    The 3rd JRC ECML Crisis Management Technology Workshop on Human-Computer Interaction with Big Wall Displays in Situation Rooms and Monitoring Centres was co-organised by the European Commission Joint Research Centre and the University of Applied Sciences St. Pölten, Austria. It took place in the European Crisis Management Laboratory (ECML) of the JRC in Ispra, Italy, from 18 to 19 April 2013. 40 participants from stakeholders in the EC, civil protection bodies, academia, and industry attended the workshop. The hardware of large display areas is on the one hand mature since many years and on the other hand changing rapidly and improving constantly. This high pace developments promise amazing new setups with respect to e.g., pixel density or touch interaction. On the software side there are two components with room for improvement: 1. the software provided by the display manufacturers to operate their video walls (source selection, windowing system, layout control) and 2. dedicated ICT systems developed to the very needs of crisis management practitioners and monitoring centre operators. While industry starts to focus more on the collaborative aspects of their operating software already, the customized and tailored ICT applications needed are still missing, unsatisfactory, or very expensive since they have to be developed from scratch many times. Main challenges identified to enhance big wall display systems in crisis management and situation monitoring contexts include: 1. Interaction: Overcome static layouts and/or passive information consumption. 2. Participatory Design & Development: Software needs to meet users’ needs. 3. Development and/or application of Information Visualisation & Visual Analytics principle to support the transition from data to information to knowledge. 4. Information Overload: Proper methods for attention management, automatic interpretation, incident detection, and alarm triggering are needed to deal with the ever growing amount of data to be analysed.JRC.G.2-Global security and crisis managemen

    3DTouch: A wearable 3D input device with an optical sensor and a 9-DOF inertial measurement unit

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    We present 3DTouch, a novel 3D wearable input device worn on the fingertip for 3D manipulation tasks. 3DTouch is designed to fill the missing gap of a 3D input device that is self-contained, mobile, and universally working across various 3D platforms. This paper presents a low-cost solution to designing and implementing such a device. Our approach relies on relative positioning technique using an optical laser sensor and a 9-DOF inertial measurement unit. 3DTouch is self-contained, and designed to universally work on various 3D platforms. The device employs touch input for the benefits of passive haptic feedback, and movement stability. On the other hand, with touch interaction, 3DTouch is conceptually less fatiguing to use over many hours than 3D spatial input devices. We propose a set of 3D interaction techniques including selection, translation, and rotation using 3DTouch. An evaluation also demonstrates the device's tracking accuracy of 1.10 mm and 2.33 degrees for subtle touch interaction in 3D space. Modular solutions like 3DTouch opens up a whole new design space for interaction techniques to further develop on.Comment: 8 pages, 7 figure

    Literature Survey on Interaction Techniques for Large Displays

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    When designing for large screen displays, designers are forced to deal with cursor tracking issues, interacting over distances, and space management issues. Because of the large visual angle of the user that the screen can cover, it may be hard for users to begin and complete search tasks for basic items such as cursors or icons. In addition, maneuvering over long distances and acquiring small targets understandably takes more time than the same interactions on normally sized screen systems. To deal with these issues, large display researchers have developed more and more unconventional devices, methods and widgets for interaction, and systems for space and task management. For tracking cursors there are techniques that deal with the size and shape of the cursor, as well as the “density” of the cursor. There are other techniques that help direct the attention of the user to the cursor. For target acquisition on large screens, many researchers saw fit to try to augment existing 2D GUI metaphors. They try to optimize Fitts’ law to accomplish this. Some techniques sought to enlarge targets while others sought to enlarge the cursor itself. Even other techniques developed ways of closing the distances on large screen displays. However, many researchers feel that existing 2D metaphors do not and will not work for large screens. They feel that the community should move to more unconventional devices and metaphors. These unconventional means include use of eye-tracking, laser-pointing, hand-tracking, two-handed touchscreen techniques, and other high-DOF devices. In the end, many of these developed techniques do provide effective means for interaction on large displays. However, we need to quantify the benefits of these methods and understand them better. The more we understand the advantages and disadvantages of these techniques, the easier it will be to employ them in working large screen systems. We also need to put into place a kind of interaction standard for these large screen systems. This could mean simply supporting desktop events such as pointing and clicking. It may also mean that we need to identify the needs of each domain that large screens are used for and tailor the interaction techniques for the domain

    Autoscopic Space: Re-thinking the Limits Between Self and Self-Image

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    open access journalAn experimental installation project of my own making, the diplorasis, aims to re-think the human sensorium by considering the bodily perceptual boundaries that are induced by visual media processes. Within the installation space the participant will, unexpectedly, encounter stereoscopic projections of himself/herself from previous instances and multiple perspectives. The photographic cameras within the device that are attached to sensors have been programmed to capture different views of the moving participant, and then to digitally split (and in some cases manipulate) the images before sending them to screens that project the image for the participant’s view. These stereoscopic images induce an illusionistic three-dimensional projection of the subject. The reduplicated, projected, and three-dimensionally simulated self in the diplorasis begins to trigger a questioning of how the body is understood within visual media. During the visual experience one has a solipsistic perception of oneself. The participant views himself both from outside and inside his body. The out-of-body experience of observing oneself from the multiple points of view of another (as a simulated object) is somehow countered to the embodied operation of the physical binocular eyes. The uncanny closeness of a neutral image “out there” (e.g. of a house) evoked by the original stereoscopes is now subverted, as the digitization of the stereoscope allows for unexpected self projections of the viewer. The diplorasis brings to the fore a particular reading of a sensory body that veers between, on the one hand, a projected image generated by electronic information, and on the other, the embodied response to this projected spectral other. As electronic processes are changing the perceptual and cognitive limits of the body, how do these shift our understanding of inside/outside
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