47,849 research outputs found
3DTouch: A wearable 3D input device with an optical sensor and a 9-DOF inertial measurement unit
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
TechNews digests: Jan - Nov 2009
TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month
EyePACT: eye-based parallax correction on touch-enabled interactive displays
The parallax effect describes the displacement between the perceived and detected touch locations on a touch-enabled surface. Parallax is a key usability challenge for interactive displays, particularly for those that require thick layers of glass between the screen and the touch surface to protect them from vandalism. To address this challenge, we present EyePACT, a method that compensates for input error caused by parallax on public displays. Our method uses a display-mounted depth camera to detect the user's 3D eye position in front of the display and the detected touch location to predict the perceived touch location on the surface. We evaluate our method in two user studies in terms of parallax correction performance as well as multi-user support. Our evaluations demonstrate that EyePACT (1) significantly improves accuracy even with varying gap distances between the touch surface and the display, (2) adapts to different levels of parallax by resulting in significantly larger corrections with larger gap distances, and (3) maintains a significantly large distance between two users' fingers when interacting with the same object. These findings are promising for the development of future parallax-free interactive displays
Do That, There: An Interaction Technique for Addressing In-Air Gesture Systems
When users want to interact with an in-air gesture system, they
must first address it. This involves finding where to gesture
so that their actions can be sensed, and how to direct their
input towards that system so that they do not also affect others
or cause unwanted effects. This is an important problem [6]
which lacks a practical solution. We present an interaction
technique which uses multimodal feedback to help users address
in-air gesture systems. The feedback tells them how
(“do that”) and where (“there”) to gesture, using light, audio
and tactile displays. By doing that there, users can direct their
input to the system they wish to interact with, in a place where
their gestures can be sensed. We discuss the design of our
technique and three experiments investigating its use, finding
that users can “do that” well (93.2%–99.9%) while accurately
(51mm–80mm) and quickly (3.7s) finding “there”
Multi-person Spatial Interaction in a Large Immersive Display Using Smartphones as Touchpads
In this paper, we present a multi-user interaction interface for a large
immersive space that supports simultaneous screen interactions by combining (1)
user input via personal smartphones and Bluetooth microphones, (2) spatial
tracking via an overhead array of Kinect sensors, and (3) WebSocket interfaces
to a webpage running on the large screen. Users are automatically, dynamically
assigned personal and shared screen sub-spaces based on their tracked location
with respect to the screen, and use a webpage on their personal smartphone for
touchpad-type input. We report user experiments using our interaction framework
that involve image selection and placement tasks, with the ultimate goal of
realizing display-wall environments as viable, interactive workspaces with
natural multimodal interfaces.Comment: 8 pages with reference
Exploratory Visualization of Astronomical Data on Ultra-high-resolution Wall Displays
International audienceUltra-high-resolution wall displays feature a very high pixel density over a large physical surface, which makes them well-suited to the collaborative, exploratory visualization of large datasets. We introduce FITS-OW, an application designed for such wall displays, that enables astronomers to navigate in large collections of FITS images, query astronomical databases, and display detailed, complementary data and documents about multiple sources simultaneously. We describe how astronomers interact with their data using both the wall's touch-sensitive surface and handheld devices. We also report on the technical challenges we addressed in terms of distributed graphics rendering and data sharing over the computer clusters that drive wall displays
Understanding 3D mid-air hand gestures with interactive surfaces and displays: a systematic literature review
3D gesture based systems are becoming ubiquitous and there are many mid-air hand gestures that exist for interacting with digital surfaces and displays. There is no well defined gesture set for 3D mid-air hand gestures which makes it difficult to develop applications that have consistent gestures. To understand what gestures exist we conducted the first comprehensive systematic literature review on mid-air hand gestures following existing research methods. The results of the review identified 65 papers where the mid-air hand gestures supported tasks for selection, navigation, and manipulation. We also classified the gestures according to a gesture classification scheme and identified how these gestures have been empirically evaluated. The results of the review provide a richer understanding of what mid-air hand gestures have been designed, implemented, and evaluated in the literature which can help developers design better user experiences for digital interactive surfaces and displays
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