7,409 research outputs found
Exploring the Front Touch Interface for Virtual Reality Headsets
In this paper, we propose a new interface for virtual reality headset: a
touchpad in front of the headset. To demonstrate the feasibility of the front
touch interface, we built a prototype device, explored VR UI design space
expansion, and performed various user studies. We started with preliminary
tests to see how intuitively and accurately people can interact with the front
touchpad. Then, we further experimented various user interfaces such as a
binary selection, a typical menu layout, and a keyboard. Two-Finger and
Drag-n-Tap were also explored to find the appropriate selection technique. As a
low-cost, light-weight, and in low power budget technology, a touch sensor can
make an ideal interface for mobile headset. Also, front touch area can be large
enough to allow wide range of interaction types such as multi-finger
interactions. With this novel front touch interface, we paved a way to new
virtual reality interaction methods
Supporting Device Discovery and Spontaneous Interaction with Spatial References
The RELATE interaction model is designed to support spontaneous interaction of mobile users with devices and services in their environment. The model is based on spatial references that capture the spatial relationship of a userâs device with other co-located devices. Spatial references are obtained by relative position sensing and integrated in the mobile user interface to spatially visualize the arrangement of discovered devices, and to provide direct access for interaction across devices. In this paper we discuss two prototype systems demonstrating the utility of the model in collaborative and mobile settings, and present a study on usability of spatial list and map representations for device selection
Switch access to technology - A comprehensive Guide.
When most of us use a computer we use the standard interface of a keyboard and mouse. However, what do you do if you cannot use a keyboard or mouse? A number of alternative access systems exist, for example: alternative keyboards, tracker balls, touchscreens, head pointers etc. But for some people these devices are also an impossibility, and this is where switches 'kick in'. The main subject of this document is the switch user. For completeness we have include a brief mention of other input devices, which may be grouped together as 'alternative access systems'.We aim to: - Encourage developers to include switch access into their products - Standardise practice and terminology. This document explains some of the issues involved for people with severe physical difficulties who access computers and other electronic devices with switches. It details the ways in which switch users interact with computer programs and other technology designed to be directly accessible to them. The document includes some precise definitions of terms. It also attempts to survey the whole range of issues associated with switch use. As such it should be useful to professionals working or entering the field, those software developers considering switch users for the first time and also for those already developing in this area
Refining personal and social presence in virtual meetings
Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of âbeing thereâ. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinectâą) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participantâs faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts
Ergonomics of using a mouse or other non-keyboard input device
Ten years ago, when the Health and Safety (Display Screen Equipment) Regulations
(HSE, 1992) were drafted, the majority of computer interaction occurred with text driven
interfaces, using a keyboard. It is not surprising then that the guidance accompanying
the DSE Regulations included virtually no mention of the computer mouse or other
non-keyboard input devices (NKID).
In the intervening period, graphical user interfaces, incorporating âwindows, icons and
pull down menusâ (WIMPS), with a heavy reliance on pointing devices such as the
mouse, have transformed user computer interaction. Accompanying this, however,
have been increasing anecdotal reports of musculoskeletal health problems affecting
NKID users.
While the performance aspects of NKID (e.g. accuracy and speed) have been the
subject of detailed research, the possible implications for user health have received
comparatively little attention. The research presented in this report was commissioned
by the Health and Safety Executive to improve understanding of the nature and extent
of NKID health problems. This investigation, together with another project examining
mobile computing (Heasman et. al., 2000), was intended to contribute to a planned
review and updating of the DSE Regulations and accompanying guidance
Spartan Daily April 6, 2010
Volume 134, Issue 32https://scholarworks.sjsu.edu/spartandaily/1247/thumbnail.jp
The ergonomics of designing a CD-ROM workplace in an automated library
This study considers ergonomics related to the design
of a Compact Disc-Read Only Memory (CD-ROM) workplace.
The practical research was performed at Charing Cross
and Westminster Library and Information Service which
houses five dedicated CD-ROM workstations in a 'microlab'.
The first objective of the research was to draw
up a comprehensive list of specifications detailing
the ideal layout of a computerized office and CD-ROM
workstation. Secondly, to identify and examine the
ergonomic problems in the micro-lab. Thirdly, to make
a series of recommendations relating to the human
factors in the micro-lab. This dissertation also asks
the question, 'Why is ergonomics important?'. The principal means of research was the interview
survey technique. This was applied to obtain the
views of staff and users on a wide range of human
factor issues relating to CD-ROM workstation design.
The interview contained questions on aspects of
automation, workplace deSign, health and safety and
environmental working conditions. There was also a
period of observation when photographs were taken. Host users had a positive reaction to the CD-ROM
workplace and wanted the service extended. However, there was concern expressed regarding specific human
factor problems relating to ergonomics, workplace
design and the environmental conditions. Some
operators made a link between human factor issues and
the health and safety problems. Consequently, the
recommendations, detailing the possible improvements,
outlined how the micro-lab could be relocated. They
were divided into short term and long term goals
- âŠ