353 research outputs found

    Tangible Viewports: Getting Out of Flatland in Desktop Environments

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    International audienceAbstract Spatial augmented reality and tangible interaction enrich the standard computer I/O space. Systems based on such modalities offer new user experiences and open up interesting perspectives in various fields. On the other hand, such systems tend to live outside the standard desktop paradigm and, as a consequence, they do not benefit from the richness and versatility of desktop environments. In this work, we propose to join together physical visualization and tangible interaction within a standard desktop environment. We introduce the concept of Tangible Viewport, an on-screen window that creates a dynamic link between augmented objects and computer screens, allowing a screen-based cursor to move onto the object in a seamless manner. We describe an implementation of this concept and explore the interaction space around it. A preliminary evaluation shows the metaphor is transparent to the users while providing the benefits of tangibility

    The ASPECTA toolkit : affordable Full Coverage Displays

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    Full Coverage Displays (FCDs) cover the interior surface of an entire room with pixels. FCDs make possible many new kinds of immersive display experiences - but current technology for building FCDs is expensive and complex, and software support for developing full-coverage applications is limited. To address these problems, we introduce ASPECTA, a hardware configuration and software toolkit that provide a low-cost and easy-to-use solution for creating full coverage systems. We outline ASPECTA’s (minimal) hardware requirements and describe the toolkit’s architecture, development API, server implementation, and configuration tool; we also provide a full example of how the toolkit can be used. We performed two evaluations of the toolkit: a case study of a research system built with ASPECTA, and a laboratory study that tested the effectiveness of the API. Our evaluations, as well as multiple examples of ASPECTA in use, show how ASPECTA can simplify configuration and development while still dramatically reducing the cost for creators of applications that take advantage of full-coverage displays.Postprin

    DRAFT-What you always wanted to know but could not find about block-based environments

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    Block-based environments are visual programming environments, which are becoming more and more popular because of their ease of use. The ease of use comes thanks to their intuitive graphical representation and structural metaphors (jigsaw-like puzzles) to display valid combinations of language constructs to the users. Part of the current popularity of block-based environments is thanks to Scratch. As a result they are often associated with tools for children or young learners. However, it is unclear how these types of programming environments are developed and used in general. So we conducted a systematic literature review on block-based environments by studying 152 papers published between 2014 and 2020, and a non-systematic tool review of 32 block-based environments. In particular, we provide a helpful inventory of block-based editors for end-users on different topics and domains. Likewise, we focused on identifying the main components of block-based environments, how they are engineered, and how they are used. This survey should be equally helpful for language engineering researchers and language engineers alike

    Expanding the bounds of seated virtual workspaces

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    Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever and wherever they are needed. However, given the physical and ergonomic limitations of neck movement, users may need assistance to view these display spaces comfortably. Through two studies, we developed new ways of minimising the physical effort and discomfort of viewing such display spaces. We first explored how the mapping between gaze angle and display position could be manipulated, helping users view wider display spaces than currently possible within an acceptable and comfortable range of neck movement. We then compared our implicit control of display position based on head orientation against explicit user control, finding significant benefits in terms of user preference, workload and comfort for implicit control. Our novel techniques create new opportunities for productive work by leveraging MR headsets to create interactive wide virtual workspaces with improved comfort and usability. These workspaces are flexible and can be used on-the-go, e.g., to improve remote working or make better use of commuter journeys

    Interacting "Through the Display"

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    The increasing availability of displays at lower costs has led to a proliferation of such in our everyday lives. Additionally, mobile devices are ready to hand and have been proposed as interaction devices for external screens. However, only their input mechanism was taken into account without considering three additional factors in environments hosting several displays: first, a connection needs to be established to the desired target display (modality). Second, screens in the environment may be re-arranged (flexibility). And third, displays may be out of the user’s reach (distance). In our research we aim to overcome the problems resulting from these characteristics. The overall goal is a new interaction model that allows for (1) a non-modal connection mechanism for impromptu use on various displays in the environment, (2) interaction on and across displays in highly flexible environments, and (3) interacting at variable distances. In this work we propose a new interaction model called through the display interaction which enables users to interact with remote content on their personal device in an absolute and direct fashion. To gain a better understanding of the effects of the additional characteristics, we implemented two prototypes each of which investigates a different distance to the target display: LucidDisplay allows users to place their mobile device directly on top of a larger external screen. MobileVue on the other hand enables users to interact with an external screen at a distance. In each of these prototypes we analyzed their effects on the remaining two criteria – namely the modality of the connection mechanism as well as the flexibility of the environment. With the findings gained in this initial phase we designed Shoot & Copy, a system that allows the detection of screens purely based on their visual content. Users aim their personal device’s camera at the target display which then appears in live video shown in the viewfinder. To select an item, users take a picture which is analyzed to determine the targeted region. We further extended this approach to multiple displays by using a centralized component serving as gateway to the display environment. In Tap & Drop we refined this prototype to support real-time feedback. Instead of taking pictures, users can now aim their mobile device at the display resulting and start interacting immediately. In doing so, we broke the rigid sequential interaction of content selection and content manipulation. Both prototypes allow for (1) connections in a non-modal way (i.e., aim at the display and start interacting with it) from the user’s point of view and (2) fully flexible environments (i.e., the mobile device tracks itself with respect to displays in the environment). However, the wide-angle lenses and thus greater field of views of current mobile devices still do not allow for variable distances. In Touch Projector, we overcome this limitation by introducing zooming in combination with temporarily freezing the video image. Based on our extensions to taxonomy of mobile device interaction on external displays, we created a refined model of interacting through the display for mobile use. It enables users to interact impromptu without explicitly establishing a connection to the target display (non-modal). As the mobile device tracks itself with respect to displays in the environment, the model further allows for full flexibility of the environment (i.e., displays can be re-arranged without affecting on the interaction). And above all, users can interact with external displays regardless of their actual size at variable distances without any loss of accuracy.Die steigende VerfĂŒgbarkeit von Bildschirmen hat zu deren Verbreitung in unserem Alltag gefĂŒhrt. Ferner sind mobile GerĂ€te immer griffbereit und wurden bereits als InteraktionsgerĂ€te fĂŒr zusĂ€tzliche Bildschirme vorgeschlagen. Es wurden jedoch nur Eingabemechanismen berĂŒcksichtigt ohne nĂ€her auf drei weitere Faktoren in Umgebungen mit mehreren Bildschirmen einzugehen: (1) Beide GerĂ€te mĂŒssen verbunden werden (ModalitĂ€t). (2) Bildschirme können in solchen Umgebungen umgeordnet werden (FlexibilitĂ€t). (3) Monitore können außer Reichweite sein (Distanz). Wir streben an, die Probleme, die durch diese Eigenschaften auftreten, zu lösen. Das ĂŒbergeordnete Ziel ist ein Interaktionsmodell, das einen nicht-modalen Verbindungsaufbau fĂŒr spontane Verwendung von Bildschirmen in solchen Umgebungen, (2) Interaktion auf und zwischen Bildschirmen in flexiblen Umgebungen, und (3) Interaktionen in variablen Distanzen erlaubt. Wir stellen ein Modell (Interaktion durch den Bildschirm) vor, mit dem Benutzer mit entfernten Inhalten in direkter und absoluter Weise auf ihrem MobilgerĂ€t interagieren können. Um die Effekte der hinzugefĂŒgten Charakteristiken besser zu verstehen, haben wir zwei Prototypen fĂŒr unterschiedliche Distanzen implementiert: LucidDisplay erlaubt Benutzern ihr mobiles GerĂ€t auf einen grĂ¶ĂŸeren, sekundĂ€ren Bildschirm zu legen. GegensĂ€tzlich dazu ermöglicht MobileVue die Interaktion mit einem zusĂ€tzlichen Monitor in einer gewissen Entfernung. In beiden Prototypen haben wir dann die Effekte der verbleibenden zwei Kriterien (d.h. ModalitĂ€t des Verbindungsaufbaus und FlexibilitĂ€t der Umgebung) analysiert. Mit den in dieser ersten Phase erhaltenen Ergebnissen haben wir Shoot & Copy entworfen. Dieser Prototyp erlaubt die Erkennung von Bildschirmen einzig ĂŒber deren visuellen Inhalt. Benutzer zeigen mit der Kamera ihres MobilgerĂ€ts auf einen Bildschirm dessen Inhalt dann in Form von Video im Sucher dargestellt wird. Durch die Aufnahme eines Bildes (und der darauf folgenden Analyse) wird Inhalt ausgewĂ€hlt. Wir haben dieses Konzept zudem auf mehrere Bildschirme erweitert, indem wir eine zentrale Instanz verwendet haben, die als Schnittstelle zur Umgebung agiert. Mit Tap & Drop haben wir den Prototyp verfeinert, um Echtzeit-Feedback zu ermöglichen. Anstelle der Bildaufnahme können Benutzer nun ihr mobiles GerĂ€t auf den Bildschirm richten und sofort interagieren. Dadurch haben wir die strikt sequentielle Interaktion (Inhalt auswĂ€hlen und Inhalt manipulieren) aufgebrochen. Beide Prototypen erlauben bereits nicht-modale Verbindungsmechanismen in flexiblen Umgebungen. Die in heutigen MobilgerĂ€ten verwendeten Weitwinkel-Objektive erlauben jedoch nach wie vor keine variablen Distanzen. Mit Touch Projector beseitigen wir diese EinschrĂ€nkung, indem wir Zoomen in Kombination mit einer vorĂŒbergehenden Pausierung des Videos im Sucher einfĂŒgen. Basierend auf den Erweiterungen der Klassifizierung von Interaktionen mit zusĂ€tzlichen Bildschirmen durch mobile GerĂ€te haben wir ein verbessertes Modell (Interaktion durch den Bildschirm) erstellt. Es erlaubt Benutzern spontan zu interagieren, ohne explizit eine Verbindung zum zweiten Bildschirm herstellen zu mĂŒssen (nicht-modal). Da das mobile GerĂ€t seinen rĂ€umlichen Bezug zu allen Bildschirmen selbst bestimmt, erlaubt unser Modell zusĂ€tzlich volle FlexibilitĂ€t in solchen Umgebungen. DarĂŒber hinaus können Benutzer mit zusĂ€tzlichen Bildschirmen (unabhĂ€ngig von deren GrĂ¶ĂŸe) in variablen Entfernungen interagieren

    Towards Mixed Reality Architecture: Context-Specific Design Approach for Mixed Reality Environments

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    The more we dwell in cyberspace through our digital devices, the more disconnected we are becoming from the real world, entering a future where people’s prolonged inhabitation within virtual environments could potentially turn major functional aspects of the built environment and its architecture obsolete. Our homes, offices, and other places in our cities will have to compete with virtual replacements for people’s time, money, and value. Extended reality technologies can be used to design and build cybernetic architecture to prepare for such a future. So far, architects and designers have done little exploration of this emerging practice. This research seeks an expanded role of the built environment inside mixed reality experiences, proposing a Context-Specific Design approach to mixed reality development that is designed for and with the architecture in which it is situated. The proposed approach allows for a thoughtful and tailored inclusion of spatial elements such as floor, ceiling, walls, furniture, and objects, posing as an alternative to the commonly adopted modular design approach to mixed reality environments, which disregards the qualities of the place and its architecture. The thesis follows Research through Design and Speculative Design as methodologies for producing a series of prototypes and a functional mock-up of a retail space made as a mixed reality environment. Some design concepts, methods, techniques, and learnings emerge as core research findings. This research furthers the discussion on the use of extended reality in architecture by proposing a new use case for mixed reality. It also contributes to the emerging practices of cybernetic architecture and media architecture. Keywords: Mixed Reality, Architecture, Spatial Design, Cybernetic Architecture, Media Architecture, Interactivity, User Experience Design, Phygita

    Computer Science's Digest Volume 2

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    This series of textbooks was created for the students of the Systems Engineering Program at the University of Nariño. They have been intentionally written in English to promote reading in a foreign language. The textbooks are a collection of reflections and workshops on specific situations in the field of computer science, based on the authors’ experiences. The main purpose of these textbooks is essentially academic. The way in which the reflections and workshops were constructed follows a didactic structure, to facilitate teaching and learning, making use of English as a second language. This book covers Internet and Multimedia Technology, System Analysis and Design, and Software Engineerin

    Digital and Interactive Media Analysis of Myths and Traditions Expressed in Thai Fairground Art

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    The core themes in Thai art have traditionally been didactic Buddhist ethical works and popular folkloric beliefs. Both are permeated with a cosmology and worldview that is supernatural but which is pervaded with ethical implications for people’s daily lives. Buddhist art aims to encourage selfless acts for the good of others, including other individuals, society, the country and the natural world. Such abstract themes have been rendered accessible to ordinary people by means of fantastical creatures and supernatural myths that insinuate moral values and demonstrate a coherent Theravada worldview that is uniquely Thai. This thesis explores the popular manifestations of such phenomena at the intersection of traditional folk beliefs and practices, popular entertainment, Thai official/ royal high culture and confessional Buddhist ethical instruction by analysing the art forms associated with temple fairgrounds at major festivals. Based on a review of related literature and analysis of Thai artists, it concludes that the renaissance of traditional Thai culture is reciprocal with authentic grassroots activities such as temple fairs fostered and supported by traditional patronage and cultural resources from the royal court culture and Buddhist ethics. Based on this analysis, my own work offers a modern rendering in the spirit of traditional forms utilising modern multimedia methods to create an immersive and interactive artistic experience
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